# Copyright (C) Wesnoth development team, 2007-2019. # Translators: # Andrius Štikonas , 2007-2019. msgid "" msgstr "" "Project-Id-Version: Battle for Wesnoth 1.11\n" "Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n" "POT-Creation-Date: 2024-04-10 12:05-0500\n" "PO-Revision-Date: 2019-03-17 11:00+0000\n" "Last-Translator: Andrius Štikonas \n" "Language-Team: Lithuanian \n" "Language: lt\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n%10>=2 && (n%100<10 || " "n%100>=20) ? 1 : n%10==0 || (n%100>10 && n%100<20) ? 2 : 3);\n" "X-Generator: Poedit 2.1.1\n" #. [time]: id=underground #. [editor_times]: id=underground #: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:500 #: data/core/editor/time-of-day.cfg:41 data/core/macros/schedules.cfg:113 msgid "Underground" msgstr "Požemis" #. [label] #. [trait]: id=undead #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:183 #: data/core/macros/traits.cfg:55 msgid "undead" msgstr "nemirėlis" #. [label] #. [chance] #. [trait]: id=fearless #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:196 #: data/campaigns/World_Conquest/resources/data/training.cfg:285 #: data/core/macros/traits.cfg:252 data/core/macros/traits.cfg:269 msgid "fearless" msgstr "bebaimis" #. [label] #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague({TYPE}), type={TYPE} #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/gui/zombie_recruit_dialog.cfg:244 #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:6 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:48 #: data/core/macros/weapon_specials.cfg:41 #: data/core/macros/weapon_specials.cfg:52 msgid "plague" msgstr "maras" #. [plague]: id=SotA_plague, type=null # prevents normal corpse, and allows SotA code to handle it #. [plague]: id=plague, type=Walking Corpse #: data/campaigns/Secrets_of_the_Ancients/utils/zombie-utils.cfg:7 #: data/core/macros/weapon_specials.cfg:53 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a " "Walking Corpse on the same side as the unit with the Plague attack. This " "doesn’t work on Undead or units in villages." msgstr "" "Kai karys nužudomas maro ataka, tas karys pakeičiamas vaikščiojančiu lavonu " "toje pačioje pusėje kaip ir karys su maro ataka. Tai neveikia su nemirėliais " "arba kaime esančiais kariais." #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:703 #: data/core/macros/abilities.cfg:130 msgid "steadfast" msgstr "atsparus" #. [resistance]: id=garak_steadfast #. [resistance]: id=steadfast #: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:704 #: data/core/macros/abilities.cfg:131 msgid "female^steadfast" msgstr "atspari" #. [illuminates]: id=illumination_song_verse #. [illuminates]: id=illumination #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:343 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:344 #: data/core/macros/abilities.cfg:238 msgid "female^illuminates" msgstr "apšviečia" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674 #: data/core/macros/abilities.cfg:9 msgid "heals +4" msgstr "gydo +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:675 #: data/core/macros/abilities.cfg:10 msgid "female^heals +4" msgstr "gydo +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:676 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Leidžia kariui pagydyti gretimus draugiškus karius mūsų ėjimo pradžioje.\n" "\n" "Gydomasis karys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą " "išvengti nuodų poveikio.\n" "Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti " "pagalbos kaime arba pas karį, kuris gali atnuodyti." #. [heals]: id=healing #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:680 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:719 #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:749 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing and slowing dehydration." msgstr " šis karys žino gydymo pagrindus." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698 #: data/core/macros/abilities.cfg:35 msgid "heals +8" msgstr "gydo +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:699 #: data/core/macros/abilities.cfg:36 msgid "female^heals +8" msgstr "gydo +8" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:700 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Šis karys apjungia vaistažoles su magija ir gydo karius greičiau, nei " "įprasta mūšio lauke.\n" "\n" "Gydomasis karys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą " "išvengti nuodų poveikio.\n" "Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti " "pagalbos kaime arba pas karį, kuris gali atnuodyti." #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728 #, fuzzy #| msgid "heals +4" msgid "heals +12" msgstr "gydo +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729 #, fuzzy #| msgid "female^heals +4" msgid "female^heals +12" msgstr "gydo +4" #. [heals]: id=healing #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:730 #, fuzzy #| msgid "" #| "This unit combines herbal remedies with magic to heal units more quickly " #| "than is normally possible on the battlefield.\n" #| "\n" #| "A unit cared for by this healer may heal up to 8 HP per turn, or stop " #| "poison from taking effect for that turn.\n" #| "A poisoned unit cannot be cured of its poison by a healer, and must seek " #| "the care of a village or a unit that can cure." msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 12 HP per turn, or stop " "poison from taking effect for that turn.\n" "A poisoned unit cannot be cured of its poison by a healer, and must seek the " "care of a village or a unit that can cure." msgstr "" "Šis karys apjungia vaistažoles su magija ir gydo karius greičiau, nei " "įprasta mūšio lauke.\n" "\n" "Gydomasis karys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą " "išvengti nuodų poveikio.\n" "Šis gydytojas negali išgydyti nuo nuodų. Apnuodytasis karys turi ieškoti " "pagalbos kaime arba pas karį, kuris gali atnuodyti." #. [heals] #: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:755 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, slowing dehydration, and " "curing them of poison." msgstr " šis karys sugeba gydyti aplink jį esančius karius ir juos atnuodyti." #. [artifact] #. [chance] #. [teleport]: id=teleport #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:699 #: data/campaigns/World_Conquest/resources/data/training.cfg:785 #: data/core/macros/abilities.cfg:253 msgid "teleport" msgstr "teleportavimas" #. [artifact] #. [regenerate]: id=regenerates #: data/campaigns/World_Conquest/resources/data/artifacts.cfg:760 #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:54 #: data/core/macros/abilities.cfg:94 msgid "regenerates" msgstr "regeneruoja" #. [chance] #. [trait]: id=healthy #: data/campaigns/World_Conquest/resources/data/training.cfg:257 #: data/core/macros/traits.cfg:229 msgid "Always rest heals" msgstr "Visuomet pagyja kaip besiilsint" #. [chance] #. [damage]: id=backstab #: data/campaigns/World_Conquest/resources/data/training.cfg:438 #: data/core/macros/weapon_specials.cfg:21 msgid "backstab" msgstr "dūris į nugarą" #. [chance] #. [dummy]: id=feeding #: data/campaigns/World_Conquest/resources/data/training.cfg:500 #: data/core/macros/abilities.cfg:389 msgid "feeding" msgstr "maitinasi" #. [chance] #. [leadership]: id=leadership #: data/campaigns/World_Conquest/resources/data/training.cfg:527 #: data/core/macros/abilities.cfg:199 msgid "leadership" msgstr "vadovavimas" #. [hides]: id=ambush #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12 #: data/core/macros/abilities.cfg:285 msgid "ambush" msgstr "pasalūnas" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15 msgid "Castle" msgstr "" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:18 msgid "Cave" msgstr "" #. [hides]: id=concealment #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:21 #: data/core/macros/abilities.cfg:348 msgid "concealment" msgstr "slėpimasis" #. [drains]: id=drains #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24 #: data/core/macros/weapon_specials.cfg:166 msgid "drains" msgstr "išsiurbia" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27 #, fuzzy #| msgid "first strike" msgid "firststrike" msgstr "pirmas smūgis" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:30 msgid "Forest" msgstr "" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:33 msgid "Frozen" msgstr "" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:36 msgid "Hills" msgstr "" #. [chance_to_hit]: id=marksman #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:39 #: data/core/macros/weapon_specials.cfg:86 msgid "marksman" msgstr "snaiperis" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:42 msgid "Mushroom Grove" msgstr "" #. [hides]: id=nightstalk #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:45 #: data/core/macros/abilities.cfg:328 data/core/macros/abilities.cfg:329 msgid "nightstalk" msgstr "naktinis seklys" #. [poison]: id=poison #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51 #: data/core/macros/weapon_specials.cfg:188 msgid "poison" msgstr "nuodai" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:57 msgid "Sand" msgstr "" #. [skirmisher]: id=skirmisher #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:60 #: data/core/macros/abilities.cfg:219 msgid "skirmisher" msgstr "peštukas" #. [slow]: id=slow #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63 #: data/core/macros/weapon_specials.cfg:64 msgid "slows" msgstr "sulėtina" #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:66 msgid "Swamp" msgstr "" #. [heals]: id=curing #: data/campaigns/World_Conquest/resources/strings/mainline.cfg:69 #: data/core/macros/abilities.cfg:61 msgid "cures" msgstr "atnuodija" #. [section]: id=editor #: data/core/editor/help.cfg:5 msgid "Map and Scenario Editor" msgstr "Žemėlapių ir scenarijų redaktorius" #. [section]: id=editor_mode_terrain #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:13 data/core/editor/help.cfg:372 msgid "Terrain Editor" msgstr "Reljefo redaktorius" #. [section]: id=editor_mode_scenario #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:20 data/core/editor/help.cfg:384 #, fuzzy #| msgid "Map/Scenario Editor" msgid "Scenario Editor" msgstr "Žemėlapių/Scenarijų redaktorius" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:28 msgid "Paint Tool" msgstr "Piešimo įrankis" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:29 msgid "" "Paint terrain tiles on the map.\n" "\n" "The paint tool utilizes the brush sizes and the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay).\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:41 msgid "Paint single hexes." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:42 msgid "Paint seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:43 msgid "Paint nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_paint #: data/core/editor/help.cfg:44 data/core/editor/help.cfg:45 msgid "Paint three hexes in a line." msgstr "" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:52 msgid "Fill Tool" msgstr "Užpildymo įrankis" #. [topic]: id=editor_tool_fill #: data/core/editor/help.cfg:53 msgid "" "Fill continuous regions of terrain with a different one.\n" "\n" "The fill tool utilizes the terrain palette.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: If a base terrain is selected, change the base without " "changing the overlay. If an overlay is selected, change the overlay without " "changing the base.\n" "• Control+mouse click: Select the terrain under the mouse cursor, as if it " "had been selected on the terrain palette (picks up both base and overlay)." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:67 msgid "Select Tool" msgstr "Žymėjimo įrankis" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:68 msgid "" "Selects a set of hex fields, for use with with the cut, copy and fill-" "selection buttons below the menu bar.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Shift+mouse click: ‘Magic Wand’ mode, select the hex under the mouse " "cursor, and adjoining hexes of the same terrain type.\n" "• Control+mouse click: Unselect hexes.\n" "\n" "text='Brush Sizes'\n" "\n" "The selected brush changes the size of the tool:" msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:78 msgid "Select single hexes." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:79 msgid "Select seven hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:80 msgid "Select nineteen hexes at a time." msgstr "" #. [topic]: id=editor_tool_select #: data/core/editor/help.cfg:81 data/core/editor/help.cfg:82 msgid "Select three hexes in a line." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:89 msgid "Clipboard and Paste Tool" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:90 msgid "" "Rotate, flip and paste the terrain in the clipboard\n" "\n" "Hexes can be cut or copied to the clipboard using the " "dst='editor_tool_select' text='Select Tool'.\n" "\n" "The paste tool shows an outline of the clipboard, which can be pasted with a " "mouse-click. Only the outline is shown, but mistakes can be corrected with " "the undo function, which is bound to both Control+Z and to the same key as " "the in-game undo function.\n" "\n" "The paste tool also has some clipboard-manipulation functions:" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:97 msgid "Rotate clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:98 msgid "Rotate counter-clockwise by 60°." msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:99 msgid "Flip horizontally" msgstr "" #. [topic]: id=editor_tool_paste #: data/core/editor/help.cfg:100 msgid "Flip vertically" msgstr "" #. [topic]: id=editor_tool_starting #: data/core/editor/help.cfg:107 #, fuzzy #| msgid "Starting Positions Howto" msgid "Starting Locations Tool" msgstr "Pradinių pozicijų aprašymas" #. [topic]: id=editor_tool_starting #. the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:110 msgid "" "Defines the side leader starting position.\n" "\n" "This tool sets the side leaders’ default starting locations, and named " "special locations. Both types of location are enabled in both dst='.." "editor_mode_terrain' text='Terrain Editor' and dst='.." "editor_mode_scenario' text='Scenario Editor' modes. The location names " "are shown as a list in the editor palette, clicking on the map will place " "that name on a hex, each location can only be placed on a single hex, and " "the editor will only allow one location per hex.\n" "\n" "To add named special locations, click “Add” at the bottom of the editor " "palette, and enter the name. These names must start with a letter and may " "contain numbers and underscores.\n" "\n" "More than nine teams can be added to a map, by clicking “Add” and entering a " "number, for example “10”. The UI will automatically show this as “Player " "10”.\n" "\n" "Named locations can be accessed from WML using the Standard Location " "Filter’s text='location_id='. Player starts can also be " "accessed from WML using text='location_id=1', " "text='location_id=2', etc — use only the number, without " "adding “Player ” in front of the number.\n" "\n" "text='Keyboard Modifiers'\n" "\n" "• Control+mouse click on a hex that already has a location: select that " "location for placing with a subsequent mouse click, as if it was selected in " "the editor palette." msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:128 msgid "Editor Terrain-Overlay Graphics" msgstr "" #. [topic]: id=editor_terrain_overlays #: data/core/editor/help.cfg:129 msgid "" "editor^Maps generally look similar in the editor to their appearance in the " "game. There are a few exceptions, where different graphics are used in the " "editor; all the overlays described here are found in the terrain palette’s " "“special” group." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English the text is “IO” for impassable and “UO” for unwalkable. #: data/core/editor/help.cfg:134 msgid "" "editor^text='Movement Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/impassable-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes " "Impassable and Unwalkable\n" "\n" "While easily noticeable in the editor, these are invisible in the game, so " "the mixed terrains created by them look like the base terrain. They create a " "mixed terrain with the movement costs set to “impassable” or “unwalkable” " "respectively." msgstr "" #. [topic]: id=editor_terrain_overlays #. The images here have text, while they could be translated I assume editor-only images won’t be. #. In English these images are the literal text “Castle overlay” and “Keep overlay”. #: data/core/editor/help.cfg:143 msgid "" "editor^text='Castle Overlays'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor." "png~O(0.5))' align=here box=yes src='terrain/grass/green." "png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes\n" "\n" "Adding either of these overlays to a passable hex allows units to be " "recruited onto a hex. The keep also allows a leader to recruit from there.\n" "\n" "These can be added to an impassable hex to connect a castle to a visually-" "separate keep through an impassable wall. It’s also possible to create a " "castle that seems to have grassland between the keep and towers, however " "this requires the connecting hexes to be occupied or blocked to prevent " "units being recruited onto them." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image here has text, while it could be translated I assume editor-only images won’t be. #. In English this image is the literal text “Village overlay”. #: data/core/editor/help.cfg:154 msgid "" "editor^text='Village Overlay'\n" "\n" "src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-" "editor.png~O(0.5))' align=here box=yes\n" "\n" "This turns any base terrain into a village, providing income and healing." msgstr "" #. [topic]: id=editor_terrain_overlays #. The image is an “S” on a solid black background. #: data/core/editor/help.cfg:162 msgid "" "editor^text='Fake Shroud'\n" "\n" "src=terrain/void/shroud-editor.png align=left box=yes\n" "\n" "Fake Shroud looks like an unexplored area, even in scenarios that have " "shroud disabled and even when the player’s units can see the hex." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:171 #, fuzzy #| msgid "Terrain Editor" msgid "Terrain Elevation Graphics" msgstr "Reljefo redaktorius" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:172 msgid "" "A cosmetic elevation effect that looks a little different in the editor than " "in the game due to visual aids in the editor; all the overlays described " "here are found in the terrain palette’s “elevation” group." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:175 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "text='Advanced'" msgid "editor^text='Direct Overlays'" msgstr "" "\n" "\n" "text='Pažengusiems'" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:177 msgid "" "Bluffs and Gulch\n" "\n" "The bluffs, gulches, and similar variations are much like a standard terrain " "overlay, and can simply be used that way. However, for larger areas of the " "map, where you will want to allow the use of other overlay terrains, you " "will want to combine these with the “markers” described in the next section." msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:182 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "text='Advanced'" msgid "editor^text='Elevation Floodfill'" msgstr "" "\n" "\n" "text='Pažengusiems'" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:184 msgid "Raised elevation on-map marker" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:185 msgid "" "Raised elevation editor palette icon\n" "\n" "To make a patch of terrain higher or lower, and still be able to use other " "overlay terrains such as trees, you will need to use these markers. Placing " "one of these arrows on the map will flood-fill the map with a color-coded " "haze; neither the haze nor the arrow will be visible in game. The hazed area " "will have a border ledge, making it look higher or lower than the adjacent " "tiles.\n" "\n" "There are two high markers and two low markers, so it is possible to make " "terraces of up to five levels (lowest, lower, normal, higher, highest). " "Placing a high region next to a low region does not result in larger " "cliffs.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:192 msgid "" "editor^text='How to Use'\n" "\n" "The marker arrows are not very useful by themselves, but the bluffs/gulch-" "type terrains can be used to contain the floodfilled area.\n" "\n" "An example use case would be:\n" "1. Select the Bluffs (^Qhh) from the editor palette and use single-hex " "paint tool to outline a big blob over an empty, all-grass map.\n" "2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the " "Bluffs border).\n" "3. The blob should all be raised now, and as long as you don't overwrite " "the Marker or Bluffs overlays, you can add other terrain overlays as " "needed.\n" "\n" "The graphics used to represent the ledge borders are determined by the base " "terrain.\n" msgstr "" #. [topic]: id=editor_terrain_elevation #: data/core/editor/help.cfg:203 msgid "" "editor^text='Note for UMC authors: The flood-filled tiles do not " "have their terrain codes changed, or any other properties affected, so " "filtering a location by elevation is not simple.' italic='yes' font_size=10 " "" msgstr "" #. [topic]: id=editor_deprecated_overlay #: data/core/editor/help.cfg:208 #, fuzzy #| msgid "Terrains" msgid "Deprecated Terrain" msgstr "Reljefai" #. [topic]: id=editor_deprecated_overlay #. The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated. #. The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it. #: data/core/editor/help.cfg:211 msgid "" "editor^src='terrain/grass/green.png~BLIT(terrain/deprecated-editor." "png)' align=left box=yesThe magenta ‘D’ (for “Deprecated”).\n" "\n" "This is shown in the editor over deprecated terrain codes. Examples are:\n" "• the dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain',\n" "• the “Xol” Lit Stone Wall, which is deprecated because several wall " "terrains now support the “^Efs” Sconce embellishment.\n" "\n" "The help pages for these terrains may have additional text that’s only shown " "in the editor, describing the deprecation and the recommended replacements." msgstr "" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:224 msgid "Label Tool" msgstr "Žymių įrankis" #. [topic]: id=editor_tool_label #: data/core/editor/help.cfg:225 msgid "" "Put text labels on the map.\n" "\n" "• Left-click will open a dialog box to create a new label or edit an " "existing one.\n" "• Right-click deletes.\n" "• Drag-and-drop with the left mouse button moves labels.\n" "\n" "This tool is only available in Scenario Mode; the decorations are " "implemented in the scenario using WML’s text='[label]' tag." msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:240 msgid "Item Tool (Scenery Tool)" msgstr "" #. [topic]: id=editor_tool_scenery #: data/core/editor/help.cfg:241 msgid "" "The Item Tool allows placing decorations such as windmills, bookcases and " "monoliths. Multiple items can be placed on the same hex.\n" "\n" "text='Note:' the tool doesn’t support deleting items once " "placed, nor does it support undo. Mistakes can currently only be fixed by " "editing the generated WML file.\n" "\n" "This tool is only available in Scenario Mode; the decorations are not part " "of the terrain and are implemented in the scenario using WML’s " "text='[item]' tag." msgstr "" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:254 msgid "Village Ownership Tool" msgstr "Kaimų nuosavybės įrankis" #. [topic]: id=editor_tool_village #: data/core/editor/help.cfg:255 msgid "" "This tool assigns ownership of villages at the start of a scenario. The " "villages must first be placed on the terrain with the " "dst='editor_tool_paint' text='Paint Tool'.\n" "\n" "• Left-click will assign the village to the currently-selected side.\n" "• Right-click will set the village back to unowned.\n" "\n" "This tool is only available in Scenario Mode; ownership information is " "stored by adding WML text='[village]' tags to the " "appropriate text='[side]'." msgstr "" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:269 msgid "Unit Tool" msgstr "Karių įrankis" #. [topic]: id=editor_tool_unit #: data/core/editor/help.cfg:270 msgid "" "Place units belonging to the currently-selected side.\n" "\n" "• Left-click will place a unit.\n" "• Left drag-and-drop will move an already-placed unit.\n" "• Various operations are added to the right-click menu when the hex contains " "a unit.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[unit]' tags to the appropriate " "text='[side]'." msgstr "" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:285 msgid "Named Areas" msgstr "Pavadintos vietovės" #. [topic]: id=editor_named_area #: data/core/editor/help.cfg:286 msgid "" "This tool create sets of tiles that can be used in WML scripts’ Standard " "Location Filters (a concept explained in detail on the Wiki), by using the " "area’s id in the filter’s text='area=' attribute. For " "example:\n" "\n" "• assigning a local time zone to this set of hexes\n" "• filtering the set of hexes which trigger an event when a unit moves on to " "them\n" "\n" "To use the tool:\n" "\n" "• select hexes using the dst='editor_tool_select' text='select tool'\n" "• in the Areas menu, select Add New Area\n" "• then in the Areas menu, select Save Selection to Area\n" "• then in the Areas menu, select Rename Selected Area and choose a name for " "the area\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[time_area]' tags to the scenario. Although the tag’s " "name implies time, it is now more generic and can be used for other purposes " "without needing to change the time-of-day schedule in the area." msgstr "" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:307 msgid "Playlist Manager" msgstr "Grojaraščių tvarkyklė" #. [topic]: id=editor_playlist #: data/core/editor/help.cfg:308 msgid "" "Shows a list of music tracks known to the editor, with toggle-boxes to " "enable them.\n" "\n" "This tool is only available in Scenario Mode; it adds WML " "text='[music]' tags to the scenario." msgstr "" #. [topic]: id=editor_addon_id #: data/core/editor/help.cfg:319 #, fuzzy #| msgid "Using Add-ons" msgid "Change Add-on ID" msgstr "Priedų naudojimas" #. [topic]: id=editor_addon_id #: data/core/editor/help.cfg:320 msgid "" "Allows changing the ID of an add-on, which is the name of the folder it’s " "in. This will only rename that folder and update any references to it in the " "_main.cfg file. Any other place will need to be updated manually." msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:329 msgid "Add-on Publishing Editor" msgstr "" #. [topic]: id=editor_pbl_editor #: data/core/editor/help.cfg:330 msgid "" "Allows setting up an add-on’s _server.pbl file, which is required for " "publishing an add-on to the add-ons server for other players to download. " "The Validate button will check whether all required fields have valid values." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:338 msgid "Map/Scenario Editor" msgstr "Žemėlapių/Scenarijų redaktorius" #. [topic]: id=..editor #: data/core/editor/help.cfg:339 msgid "" "Wesnoth’s Map and Scenario Editor allows users to create and edit the maps " "on which every Wesnoth scenario takes place. It also provides a limited set " "of features for setting up a basic scenario as well as initializing an add-" "on which can be used to distribute the scenarios you create.\n" "\n" "The editor can be launched from the text='Map Editor' " "option at the title screen.\n" "\n" "
text='Editing Modes'
\n" "\n" "The editor features two modes of operation: terrain mode and scenario mode.\n" "\n" "The dst='..editor_mode_terrain' text='Terrain Mode' is similar to " "a simple paint application, with tools to dst='editor_tool_paint' " "text='paint', dst='editor_tool_fill' text='fill', " "dst='editor_tool_select' text='select (and copy)', and " "dst='editor_tool_paste' text='paste'. It also has the tool for " "setting the leaders’ dst='editor_tool_starting' text='starting " "locations'.\n" "\n" "The dst='..editor_mode_scenario' text='Scenario Mode', in " "addition to the tools available in terrain mode, adds support for adding " "dst='editor_tool_label' text='labels', " "dst='editor_tool_scenery' text='scenery items', " "dst='editor_tool_unit' text='units' in addition to the leader, " "and assigning dst='editor_tool_village' text='village ownership' " "at the start of the scenario. There’s also a dst='editor_playlist' " "text='playlist manager' for the music." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:351 msgid "" "In either mode, you will be prompted to choose an add-on to use for the " "scenarios you create. This can be an existing add-on or a brand new add-on. " "If you choose to use a brand new add-on, then the add-on will have all the " "required files and folders automatically created as well as a default ID " "assigned. Unless you are editing an already existing map file, using " "scenario mode is required in order for your maps to be selectable during " "game creation." msgstr "" #. [topic]: id=..editor #: data/core/editor/help.cfg:353 msgid "" "
text='What you do *not* get'
\n" "\n" "• Exactly the same map rendering as in-game\n" "\n" "The map won’t look exactly the same in the game as it does in the editor, " "because this depends on the terrain rules. For example, when many mountain " "hexes are clustered together the terrain rules will try to combine them into " "mountain ranges and large graphics spanning multiple hexes.\n" "\n" "• Event handlers and scripting\n" "\n" "The editor is not a tool to help you scripting the scenario’s event " "handlers.\n" "\n" "• Infinite Backwards Compatibility\n" "\n" "The editor can load most maps from older versions of Wesnoth, but not all. " "Maps from 1.3.2 and later will normally be supported, unless they use " "terrains which are no longer in mainline Wesnoth. Maps from add-ons which " "have their own terrains will need that add-on to tell the editor about their " "terrains." msgstr "" #. [topic]: id=..editor_mode_terrain #: data/core/editor/help.cfg:373 msgid "" "The terrain editor’s functionality is similar to a simple paint " "application.\n" "\n" "The right-hand sidebar contains, from top to bottom, the mini-map, the " "toolkit (see the pages for each tool), tool options, and " "dst='editor_palette' text='Palette'.\n" "\n" "When saved using “Save Map As” and saving to the default directory, the " "resulting map can be found in the “Custom Maps” game type of the multiplayer " "“Create Game” dialog." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:385 msgid "" "The scenario editor mode adds support for some map-related WML features, " "such as areas and scenery items. Most scenarios will still require " "additional WML to be written using a different tool; the scenario editor " "does not support scripting the scenario’s events." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:387 msgid "" "
text='Checking whether the editor is in scenario mode'
\n" "\n" "You can check which mode the editor is in by looking at the menu bar.\n" "\n" "• In scenario mode the “Areas” and “Side” menus are enabled.\n" "• In terrain-only mode the “Areas” and “Side” menus are grayed-out." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:394 msgid "" "
text='Entering scenario mode'
\n" "\n" "To start a new map in scenario mode, choose “New Scenario” from the “File” " "menu.\n" "\n" "If you’re already editing a map in terrain mode, use “Save Scenario As” from " "the “File” menu; this will switch to scenario mode.\n" "\n" "To load a map that was created in the scenario editor, use “Load Map” from " "the “File” menu, and select the .cfg file (not a .map file)." msgstr "" #. [topic]: id=..editor_mode_scenario #: data/core/editor/help.cfg:402 msgid "" "
text='The files: .map and .cfg'
\n" "\n" "The map editor saves one file when in terrain mode (a .map) or two files " "when in scenario mode (both a .map and a .cfg).\n" "\n" "Loading a .cfg file has different results depending on the contents of the ." "cfg file. For .cfg files that were created by the scenario editor, it will " "open the .cfg in the scenario editor. However, for .cfg files that cannot be " "opened by the scenario editor, the editor will attempt to find the " "scenario's map data and open the corresponding .map file in terrain-only " "mode, as if the .map file was chosen in the file selector. It is recommended " "in those cases to simply load the .map file directly instead." msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:414 msgid "Using a separate file for WML events" msgstr "" #. [topic]: id=editor_separate_events_file #: data/core/editor/help.cfg:415 msgid "" "When loading a .cfg file, the scenario editor understands files created by " "the scenario editor, but is likely to have difficulty with files that have " "been edited by hand.\n" "\n" "One option is to create a separate WML file, also with the .cfg extension, " "which uses the WML preprocessor to include the editor-created file. This " "separate file contains both the [scenario] tag and any hand-edited WML such " "as events. With this workflow, the add-on’s file structure could look like " "this:\n" "\n" "
text='Example'
\n" "If your add-on will only be used on 1.18 and later, it is instead " "recommended to use the new include_file attribute to load a .cfg file " "containing additional WML into the scenario.\n" "\n" "• _main.cfg:\n" " ◦ use “[binary_path]” to add add-on’s directories to the binary path, " "which makes “map_file” search the “maps” directory\n" "• maps/first.map\n" " ◦ this is the .map file created by the scenario editor when saving in " "scenario mode\n" "• scenarios/other.cfg\n" " ◦ this is the .cfg file containing everything that the scenario editor " "doesn't understand\n" "• scenarios/first.cfg\n" " ◦ inside the [scenario] element, use “map_file=\"first.map\"” to load the " "map file\n" " ◦ inside the [scenario] element, use “include_file=\"other.cfg\"” to load " "the additional cfg file" msgstr "" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:438 msgid "Editor Mask Usage" msgstr "Redaktoriaus kaukių naudojimas" #. [topic]: id=editor_masks #: data/core/editor/help.cfg:439 msgid "" "Masks can be applied to a base map for reusal in several scenarios playing " "at the same locations." msgstr "" #. [topic]: id=editor_time_schedule #. Time of Day and Schedule Editor, please use a short string as it will be used in the left-hand pane of the help browser #: data/core/editor/help.cfg:447 #, fuzzy #| msgid "Time Schedule Editor" msgid "ToD and Schedule Editor" msgstr "Laiko režimo redaktorius" #. [topic]: id=editor_time_schedule #: data/core/editor/help.cfg:448 msgid "" "This button at the top-right of the screen accesses the time-of-day preview " "and the schedule editor.\n" "\n" "In terrain mode, this displays the map as it will be recolored at different " "times of day.\n" "\n" "In scenario mode, the button accesses an editor for individual schedules for " "dst='editor_named_area' text='time areas'." msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:459 msgid "Editor Palette" msgstr "Redaktoriaus paletė" #. [topic]: id=editor_palette #. the “Player 1”, “Player 2”, ... list is translated using "Player $side_num" in the wesnoth-editor textdomain #: data/core/editor/help.cfg:461 msgid "" "The editor palette contains the applicable items you may use with the " "currently selected tool. For example, the Paint tool will display a full " "list of all available terrains, and the unit tool will provide a list of " "available units. When using the Starting Locations Tool, the palette changes " "to a list of “Player 1”, “Player 2”, etc.\n" "\n" "text='Filter'\n" "\n" "There is a filter function to show only a subset of the available items — " "this is the leftmost of the four buttons at the top of the palette, and the " "graphic changes depending on what is selected. Examples:" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:466 msgid "Show all kinds of terrain" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:467 msgid "Show only water terrains" msgstr "" #. [topic]: id=editor_palette #: data/core/editor/help.cfg:468 msgid "Show only villages" msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:480 msgid "Wesnoth Map Format" msgstr "Vesnoto žemėlapių formatas" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:481 msgid "Wesnoth stores its maps in human readable plain text files." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:483 msgid "" "
text='Native'
\n" "\n" "A map file consists of rows with comma separated terrain code strings. The " "only non-terrain information provided by the map syntax is the set of " "locations created by the dst='editor_tool_starting' text='Starting " "Locations Tool'. The files can be edited with a general purpose text " "editor like notepad.\n" "\n" "These files can be used directly for multiplayer games, the number of " "players is automatically determined by the number of starting positions. " "When saved in the default directory, the map can be found in the “Custom " "Maps” game type of the multiplayer “Create Game” dialog; you may need to " "refresh the cache (press F5 on the title screen) before a newly-created map " "appears.\n" "\n" "These files can be used in a scenario’s .cfg file, with the scenario’s WML " "providing additional information such as teams, custom events, and complex " "side setups. The .cfg file loads the map file with either of:\n" "\n" "• map_file=maps/01_First_Map.map text='— supported since Wesnoth " "1.14'\n" "• map_data=\"{maps/01_First_Map.map}\" text='— a WML preprocessor " "include'\n" "\n" "The text='map_file' method is preferred over using a " "preprocessor include." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:496 msgid "" "
text='Embedded'
\n" "\n" "The map data can stored as part of a scenario’s .cfg file, directly in the " "text='map_data' attribute. In other words, in the place " "that the preprocessor would include it when using the preprocessor-include " "method.\n" "\n" "
text='Using Embedded Format in Terrain Mode'
\n" "\n" "If you are editing the map and not using the Scenario Mode support, then " "it’s trivial to move the data to a native map file before opening it in the " "editor. This conversion is recommended — the editor supports editing the " "content of map_data while leaving everything else in the file untouched, but " "this is rarely-used code. Maps opened this way are marked (E) in the Window " "menu." msgstr "" #. [topic]: id=editor_map_format #: data/core/editor/help.cfg:504 msgid "" "
text='Files created by the Scenario Editor'
\n" "\n" "In scenario mode, the editor saves the scenario data as a .cfg file and the " "map data as a separate .map file. The scenario then references the .map file " "via map_file. When loading a .cfg file, the scenario editor understands " "files created by the scenario editor itself, but is likely to have " "difficulty with files that have been edited by hand; problems can be avoided " "by dst='editor_separate_events_file' text='using a separate .cfg file' for the hand-edited parts." msgstr "" #. [editor_times]: id=deep_underground #. [time]: id=deep_underground #: data/core/editor/time-of-day.cfg:47 data/core/macros/schedules.cfg:127 msgid "Deep Underground" msgstr "Gilus požemis" #. [editor_times]: id=indoors #. [time]: id=indoors #: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104 msgid "Indoors" msgstr "Viduje" #. [section]: id=encyclopedia #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12 msgid "Encyclopedia" msgstr "Enciklopedija" #. [topic]: id=..encyclopedia #: data/core/encyclopedia/_main.cfg:14 #, fuzzy #| msgid "dst='..geography' text='Geography'" msgid "" "dst='..calendar' text='Calendar'\n" "dst='..geography' text='Geography'" msgstr "dst='..geography' text='Geografija'" #. [section]: id=calendar #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:5 data/core/encyclopedia/calendar.cfg:13 msgid "Calendar" msgstr "" #. [topic]: id=..calendar #: data/core/encyclopedia/calendar.cfg:14 msgid "" "Each year in the Wesnoth calendar is composed of 12 months. These are, in " "order:\n" "\n" "Whitefire\n" "Bleeding Moon\n" "Scatterseed\n" "Deeproot\n" "Scryer’s Bloom\n" "Thorntress\n" "Summit Star\n" "Kindlefire\n" "Stillseed\n" "Reaper’s Moon\n" "Verglas Bloom\n" "Blackfire\n" "\n" msgstr "" #. [section]: id=geography #. [topic]: id=..geography #: data/core/encyclopedia/geography.cfg:12 #: data/core/encyclopedia/geography.cfg:19 msgid "Geography" msgstr "Geografija" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:26 msgid "Arkan-thoria" msgstr "Arkan-torija" #. [topic]: id=arkan_thoria #: data/core/encyclopedia/geography.cfg:27 msgid "" "A river rising in the dst='heart_mountains' text='Heart Mountains' and running east to the Listra." msgstr "" "Upė ištekanti iš dst='heart_mountains' text='Šerdies kalnų' ir " "tekanti į rytus Listros link." #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:32 msgid "Great River" msgstr "Didžioji upė" #. [topic]: id=great_river #: data/core/encyclopedia/geography.cfg:33 #, fuzzy #| msgid "" #| "The Great River forms the boundary between the dst='kingdom_wesnoth' " #| "text='Kingdom of Wesnoth' and the dst='northlands' " #| "text='Northlands'. It empties to the dst='great_ocean' " #| "text='Great Ocean' at dst='elensefar' text='Elensefar'." msgid "" "The Great River forms the boundary between the dst='kingdom_wesnoth' " "text='Kingdom of Wesnoth' and the dst='northlands' " "text='Northlands'. It empties to the dst='great_ocean' " "text='ocean' at dst='elensefar' text='Elensefar'." msgstr "" "Didžioji upė yra riba tarp dst='kingdom_wesnoth' text='Vesnoto " "karalystės' ir dst='northlands' text='Šiaurinių žemių'. Ji " "įteka į dst='great_ocean' text='Didijį vandenyną' prie " "dst='elensefar' text='Elensefaro'." #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:38 msgid "Great Ocean" msgstr "Didysis vandenynas" #. [topic]: id=great_ocean #: data/core/encyclopedia/geography.cfg:39 msgid "" "Lies to the west of the dst='great_continent' text='continent' " "and all rivers eventually flow to it. Far to the west in the Great Ocean is " "a huge archipelago called dst='morogor' text='Morogor'." msgstr "" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:44 msgid "Morogor" msgstr "Morogoras" #. [topic]: id=morogor #: data/core/encyclopedia/geography.cfg:45 msgid "" "Archipelago, located somewhere in the dst='great_ocean' text='Great " "Ocean' east of the dst='green_isle' text='Green Isle' and " "west of the dst=great_continent text='Great Continent'.\n" "It is mostly inhabited by dst='..race_drake' text='drakes'.\n" "The central island of the archipelago is also called ‘Morogor’." msgstr "" "Archipelagas, kuris yra kažkur dst='great_ocean' text='Didžiajame " "vandenyne', į rytus nuo dst='green_isle' text='Žaliosios salos' ir į vakaruos nuo dst=great_continent text='Didžiojo žemyno'.\n" "Daugiausia apgyvendintas dst='..race_drake' text='slibinų'.\n" "Centrinė archipelago sala taip pat vadinama „Morogoru“." #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:52 msgid "Green Isle" msgstr "Žalioji sala" #. [topic]: id=green_isle #: data/core/encyclopedia/geography.cfg:53 msgid "" "A bigger island lying in the dst='great_ocean' text='Great Ocean'." msgstr "" "Didesnė sala esanti dst='great_ocean' text='Didžiajame vandenyne'." #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:58 msgid "Old Continent" msgstr "Senasis žemynas" #. [topic]: id=old_continent #: data/core/encyclopedia/geography.cfg:59 msgid "" "Lies to the west of dst='morogor' text='Morogor' across the " "dst='great_ocean' text='Great Ocean'." msgstr "" "Yra dst='great_ocean' text='Didžiajame vandenyne' į vakarus nuo " "dst='morogor' text='Morogoro'." #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:64 msgid "Great Continent" msgstr "Didysis žemynas" #. [topic]: id=great_continent #: data/core/encyclopedia/geography.cfg:65 msgid "" "The continent on which the dst='kingdom_wesnoth' text='Kingdom of " "Wesnoth' lies. Its west coast is surrounded by the " "dst='great_ocean' text='Great Ocean'." msgstr "" "Žemynas, kuriam priklauso dst='kingdom_wesnoth' text='Vesnoto " "karalystė'. Jo vakarinį krantą supa dst='great_ocean' " "text='Didysis vandenynas'." #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:70 msgid "Irdya" msgstr "Irdija" #. [topic]: id=irdya #: data/core/encyclopedia/geography.cfg:71 msgid "" "The name of the world in which the kingdom of dst='kingdom_wesnoth' " "text='Wesnoth' is situated is ‘Irdya’. This term is, however, only " "rarely used in the era depicted by the main map. People normally just say " "“the world” or, poetically, “the wide green world”." msgstr "" "Pasaulio, kuriame yra įsikūrusi dst='kingdom_wesnoth' text='Vesnoto' karalystė, pavadinimas yra „Irdija“. Tačiau pagrindiniame žemėlapyje " "atvaizduotoje eroje šis pavadinimas naudojamas retai. Paprastsai žmonės " "tiesiog sako „pasaulis“, arba poetiškai – „platus žalias pasaulis“." #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:76 msgid "Kingdom of Wesnoth" msgstr "Vesnoto karalystė" #. [topic]: id=kingdom_wesnoth #: data/core/encyclopedia/geography.cfg:77 #, fuzzy #| msgid "" #| "The Kingdom of Wesnoth is located in the north-central portion of the " #| "dst='great_continent' text='Great Continent'. Most of the " #| "mainline campaigns revolve around it. It is bounded on the map by the " #| "Great River to the north, the shore of the Great Ocean to the west, the " #| "Aethenwood to the dst='southwest_elven_lands' text='southwest', and the Bitter Swamp to the southeast (lower right corner of the " #| "main map).\n" #| "\n" #| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier " #| "region. It is bounded to the south (off-map) by dense woods of which the " #| "Aethenwood may be considered a northernmost extension.\n" #| "\n" #| "
text='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" #| "
text='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." msgid "" "The Kingdom of Wesnoth is located in the north-central portion of the " "dst='great_continent' text='Great Continent'. Most of the " "mainline campaigns revolve around it. It is bounded on the map by the " "dst='great_river' text='Great River' to the north, the shore of " "the dst='great_ocean' text='ocean' to the west, the Aethenwood to " "the dst='southwest_elven_lands' text='southwest', and the Bitter " "Swamp to the southeast.\n" "\n" "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. " "It is bounded to the south (off-map) by dense woods of which the Aethenwood " "may be considered a northernmost extension.\n" "\n" "
text='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" "
text='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" " • Grey Woods: Large forest in the heart of the wilds of Wesnoth, located " "between Carcyn and Aldril and generally considered to be haunted." msgstr "" "Vesnoto karalystė yra dst='great_continent' text='Didžiojo žemyno' šiaurės centrinėje dalyje. Joje vyksta veiksmas daugumoje pagrindinių " "kampanijų. Šiaurėje ji ribojasi su Didžiąja upe, vakaruose – su Didžiojo " "vandenyno krantu, Ėtenvudu – dst='southwest_elven_lands' " "text='pietvakariuose' ir Karčiąja pelke – pietryčiuose (apatiniame " "kairiajame žemėlapio kampe).\n" "\n" "Už Ėteno upės, į pietus nuo Tano forto, yra Vesnoto pasienio regionas. " "Pietuose jis apribotas (už žemėlapio ribų) tankių miškų, Ėtenvudas gali būti " "laikomas šiauriausia jų dalimi.\n" "\n" "
text='Žymūs miestai:'
\n" " • Veldynas: Vesnoto sostinė.\n" " • Aldrilas: mestas šalia Perlų įlankos.\n" " • Juodųjų vandenų uostas: miestas esantis į pietus nuo Perlų įlankos.\n" " • Karsynas: įsikūręs tarp Pilkosios girios ir Didžiosios upės.\n" " • Dan’Tonkas: Didžiausias Vesnoto miestas, įsikūręs šalies viduryje, " "kiek vakariau ir šiauriau Veldyno.\n" " • Soradokas: šiauriausias pasienio gyvenvietė, kontroliuoja Veldyno ir " "Didžiosios upių santaką.\n" " • Tano fortas: piečiausia pasienio gyvenvietė, kontroliuoja šiaurės–" "pietų kelią per Ėteno upę.\n" " • Tatas: svarbus įtvirtintas miestas į šiaurę nuo Dan’Tonko, " "kontroliuoja dykynes aplink rytinę Rudųjų kalvų dalį ir į šiaurę Abezo " "brastos link.\n" "\n" "
text='Žymūs gamtiniai objektai:'
\n" " • Grifų kalnas: legendinių grifų namai.\n" " • Abezo brasta: sekli Didžiosios upės dalis, paprastai kontroliuojama " "Vesnoto pajėgų.\n" " • Veldyno upė: atsiskiria nuo didžiosios upės ir eina į pietus.\n" " • Didžioji centrinė lyguma: vietovė apribota Veldyno, Dan’Tonko ir Tano " "forto, šį lyguma yra Vesnoto duonos krepšys ir daugumos gyventojų namai.\n" " • Dulato kalvos: kalvos besiribojamčios su Didžiąja centrine lyguma ir " "tiekiančios didžiąją dalį Vesnoto gyvulininkystės ir žemės ūkio.\n" " • Rudosios kalvos: dykynė supanti Grifų kalną, kuri nėra labai " "apgyvendinta ir kartais labai pavojinga.\n" " • Žirgų lygumos: lygumos į pietus nuo Didžiosios upės, besiribojančios " "su Glyno mišku vakaruose ir Veldyno upe rytuose; pietuose įsilieja į " "centrinę lygumą. Galingų klanų namai; čia veisiami geriausi Vesnoto žirgai.\n" " • Estmarko kalvos: didoka virtinė į pietus nuo Didžiosios upės ir į " "rytus nuo Veldyno upės. Šiauriausia dalis, esanti arčiausiai Veldyno upės, " "įvairiais laikais buvo apgyvendinta Vesnotiečių, bet karalystės valdžia " "geriausiu atveju yra netvirta, o plėšikavimas yra dažnas reiškinys.\n" " • Glyno miškas: kartais žinomas kaip Karališkasis miškas, pavadintas " "vieno iš Haldriko II sūnų garbei.\n" " • Pilkoji giria: didelis miškas tarp laukinių Vesnoto žemių, išsidėstęs " "tarp Karsyno ir Aldrilo, dažnai sakoma, kad ten vaidenasi." #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:106 msgid "Elensefar" msgstr "Elensefaras" #. [topic]: id=elensefar #: data/core/encyclopedia/geography.cfg:107 msgid "" "Elensefar is at times a province of dst='kingdom_wesnoth' " "text='Wesnoth', at times an independent country, and at times in a " "treaty federation with Wesnoth. Its borders are the dst='great_river' " "text='Great River' to the north, a loosely defined line with Wesnoth " "to the east, the Bay of Pearls to the south, and the dst='great_ocean' " "text='ocean' to the west. More information is found in the historical " "narrative of Wesnoth.\n" "\n" "
text='Notable cities:'
\n" " • Elensefar: The capital, located on an island in the Great River " "delta.\n" " • Carcyn: City on the Wesnoth–Elensefar border, disputed with Wesnoth.\n" "\n" "
text='Notable land features:'
\n" " • dst='great_river' text='Great River': It is very wide at " "this point, and only ships can cross it." msgstr "" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:119 msgid "Northlands" msgstr "Šiaurinės žemės" #. [topic]: id=northlands #: data/core/encyclopedia/geography.cfg:120 msgid "" "There is no government of the Northlands. Various groups of orcs, dwarves, " "barbarian men and even elves populate the region. The northern and eastern " "borders are not defined, the southern border is the dst='great_river' " "text='Great River', and the western border is the " "dst='great_ocean' text='ocean'.\n" "\n" "
text='Notable cities:'
\n" " • Glamdrol: An Orcish tribal capital.\n" " • Wesmere: The location of the Ka’lian — the Elvish Council.\n" " • Dwarven Doors: A mixed human/dwarven town in the region of Knalga in " "the southern Heart Mountains. A major trade center.\n" " • Dallben and Delwyn: Human villages originally built by settlers who " "crossed the Great River during Wesnoth’s Golden Age expansion. Now " "abandoned. The forested area northeast of dst='elensefar' " "text='Elensefar', where these villages were located, was named the " "Annuvin province by men but was known by the elves as Wesmere.\n" "\n" "
text='Notable land features:'
\n" " • dst='heart_mountains' text='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" " • dst='arkan_thoria' text='Arkan-thoria': The river that " "comes out of Lake Vrug. This is the elvish name; among humans it is called " "Longlier.\n" " • River Listra: The south-running tributary of the Great River into " "which the Arkan-thoria empties.\n" " • Lintanir Forest: The southernmost portion of the Great Northern " "Forest, a gigantic wood whose eastern and northern boundaries are known only " "to the elves. Their capital, Elensiria, has only seldom been visited by " "humans.\n" " • dst='great_river' text='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:141 msgid "Southwest Elven Lands" msgstr "Pietvakarinės elfų žemės" #. [topic]: id=southwest_elven_lands #: data/core/encyclopedia/geography.cfg:142 msgid "" "The Wood Elves are separate from those of the north, and have only " "intermittent relations with them and most other countries. Its borders are " "the dst='great_ocean' text='ocean' to the west, the Black River " "to the south and southeast, the lands of Wesnoth to the north and the " "Kerlath province to the east.\n" "\n" "
text='Notable cities:'
\n" " • None known.\n" "\n" "
text='Notable land features:'
\n" " • Aethenwood: The largest southern forest, it extends far to the south " "and is home to dst='..race_elf' text='elves'. Although the elves " "make no such distinction, the southern part of the forest has been named " "Southwood by denizens of Kerlath.\n" " • Black Forest: An ancient forest of which very little is known, " "abandoned by the elves long ago." msgstr "" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:154 msgid "Heart Mountains" msgstr "Šerdies kalnai" #. [topic]: id=heart_mountains #: data/core/encyclopedia/geography.cfg:155 msgid "" "A virtually impassable barrier between the dst='arkan_thoria' " "text='river' country and the dst='far_north' text='Northern " "Plains'." msgstr "" "Praktiškai nepraeinamas barjeras tarp dst='arkan_thoria' text='upės' šalies ir dst='far_north' text='Šiaurinių lygumų'." #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:160 msgid "Far North" msgstr "Tolimoji šiaurė" #. [topic]: id=far_north #: data/core/encyclopedia/geography.cfg:161 msgid "" "Cold, harsh, and inaccessible, the Far North is the ancestral home of the " "Orcish Clannate. It lies north of the dst='heart_mountains' text='Heart " "Mountains', which the Orcs call the Haggid-Dargor and claim (without " "merit) as their own. To the east lie the Unaligned Tribes of the Wild " "Steppe, who fell out of the control of the Clannate, instead roaming with " "wild human barbarians and clashing with the High Elves of the North Plains " "(known as North Elves in human lands). The High Elves themselves reside " "further east, where it is rumored they rule a vast kingdom.\n" "\n" "
text='Notable cities:'
\n" " • Barag Gor, a city home to the Orcish Council\n" " • Bitok\n" " • Borstep\n" " • Farzi\n" " • Lmarig\n" " • Melmog\n" " • Prestim\n" " • Tirigaz\n" " • Dorest, the northernmost human city\n" "\n" "
text='Notable land features:'
\n" " • Black Marshes\n" " • Mountains of Dorth\n" " • Mountains of Haag\n" " • Greenwood\n" " • Silent Forest\n" " • Forest of Thelien\n" " • River Oumph\n" " • River Bork\n" " • Frosty Wastes\n" " • Barren Plains" msgstr "" #. [section]: id=schedule #: data/core/help.cfg:10 msgid "Time of Day Schedule" msgstr "Paros laiko planas" #. [section]: id=introduction #. [topic]: id=..introduction #: data/core/help.cfg:17 data/core/help.cfg:95 msgid "Introduction" msgstr "Įvadas" #. [section]: id=gameplay #. [topic]: id=..gameplay #: data/core/help.cfg:23 data/core/help.cfg:167 msgid "Gameplay" msgstr "Žaidimas" #. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-# #. [section]: id=traits_section #. [topic]: id=..traits_section #: data/core/help.cfg:29 data/core/help.cfg:531 #: src/help/help_topic_generators.cpp:477 #: src/help/help_topic_generators.cpp:500 msgid "Traits" msgstr "Bruožai" #. [section]: id=units #. [topic]: id=..units #: data/core/help.cfg:37 data/core/help.cfg:118 msgid "Units" msgstr "Kariai" #. [section]: id=abilities_section #. [topic]: id=..abilities_section #: data/core/help.cfg:46 data/core/help.cfg:138 msgid "Abilities" msgstr "Gebėjimai" #. [section]: id=weapon_specials #. [topic]: id=..weapon_specials #: data/core/help.cfg:54 data/core/help.cfg:147 msgid "Weapon Specials" msgstr "Ginklų ypatybės" #. [section]: id=eras_section #. [topic]: id=..eras_section #: data/core/help.cfg:62 data/core/help.cfg:127 msgid "Eras" msgstr "Eros" #. [section]: id=terrains_section #. [topic]: id=..terrains_section #: data/core/help.cfg:70 data/core/help.cfg:546 msgid "Terrains" msgstr "Reljefai" #. [section]: id=addons #. [topic]: id=..addons #: data/core/help.cfg:78 data/core/help.cfg:599 msgid "Add-ons" msgstr "Priedai" #. [section]: id=commands #. [topic]: id=..commands #: data/core/help.cfg:84 data/core/help.cfg:672 msgid "Commands" msgstr "Komandos" #. [topic]: id=..introduction #: data/core/help.cfg:96 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "text='Battle for Wesnoth' is a turn-based fantasy " #| "strategy game somewhat unusual among modern strategy games. While other " #| "games strive for complexity, text='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.\n" #| "\n" #| "The following pages outline all you need to know to play Wesnoth. As you " #| "play, new information is added to the various categories as you come " #| "across new aspects of the game. For more detailed information on special " #| "situations and exceptions, follow the included links." msgid "" "\n" "\n" "text='Battle for Wesnoth' is a turn-based fantasy strategy " "game somewhat unusual among modern strategy games. While other games strive " "for complexity, text='Battle for Wesnoth' strives for " "simplicity of both rules and gameplay. This does not make the game simple, " "however — from these simple rules arises a wealth of strategy, making the " "game easy to learn but a challenge to master.\n" "\n" "The following pages outline all you need to know to play Wesnoth. As you " "play, new information is added to the various categories as you come across " "new aspects of the game. For more detailed information on special situations " "and exceptions, follow the included links." msgstr "" "\n" "\n" "text='Mūšis dėl Vesnoto' yra ėjimais pagrįstas fantastinis " "strateginis žaidimas, iš dalies neįprastas tarp šiuolaikinių strateginių " "žaidimų. Kol kiti žaidimai siekia sudėtingumo, text='Mūšis dėl " "Vesnoto' siekia taisyklių ir žaidimo paprastumo. Tačiau tai " "nereiškia, kad žaidimas lengvas – iš šių paprastų taisyklių atsiranda " "strategijų gausumas, darantis žaidimą lengvai išmokstamą, bet sunkų puikiai " "įvaldyti.\n" "\n" "Šiuose puslapiuose aprašyta viskas, ką jums reikia žinoti, kad galėtumėte " "žaisti Vesnotą. Bežaidžiant, kai sutiksite naujus žaidimo aspektus, nauja " "informacija bus pridėta į įvairias kategorijas. Išsamesnę informaciją apie " "ypatingas situacijas ir išimtis rasite sekdami tekste įterptas nuorodas." #. [topic]: id=about_game #: data/core/help.cfg:106 msgid "About the Game" msgstr "Apie žaidimą" #. [topic]: id=about_game #: data/core/help.cfg:107 msgid "" "The game takes place on a hex-based game field, where your units battle " "against those controlled by the computer, friends who each take turns on the " "same computer (hotseat play), other players on the same network, or players " "worldwide in multiplayer mode.\n" "\n" "Each of these battles is called a text='scenario', which " "can be strung together to make text='campaigns'. Besides " "the campaigns that ship with the game, Wesnoth supports user-made content, " "and the add-on server boasts hundreds of custom maps, campaigns, eras, " "factions, and resources.\n" "\n" "The game also features a human-readable markup called Wesnoth Markup " "Language (WML) to easily allow users to create their own content, as well as " "a fully-featured Map and Scenario Editor for designing your own " "battlefields.\n" "\n" "The text='Battle for Wesnoth' project was begun in 2003, " "and has been worked on by a multitude of volunteers ever since." msgstr "" #. [topic]: id=..units #: data/core/help.cfg:119 msgid "" "This section will list all the units you discover as you explore the world " "of Wesnoth. When you see a new unit during a campaign or multiplayer " "scenario it will be added to its race’s subsection; you can then view its " "page any time you wish. A unit’s page will provide a general description, " "its statistics, attacks, resistances, and movement and defense values.\n" "\n" msgstr "" #. [topic]: id=..eras_section #: data/core/help.cfg:128 msgid "" "A faction is a collection of units and leaders. Factions are assigned to " "sides in multiplayer games.\n" "\n" msgstr "" "Frakcija yra karių ir vadų rinkinys. Frakcijos yra priskirtos žaidžiančioms " "pusėms daugelio žaidėjų žaidimuose.\n" "\n" #. [topic]: id=..eras_section #: data/core/help.cfg:130 msgid "" "An era is a collection of factions, intended to be played against one " "another. Besides the mainline eras that come with the game, many user-made " "factions are available from add-ons.\n" "\n" msgstr "" #. [topic]: id=..abilities_section #: data/core/help.cfg:139 msgid "" "Certain units have abilities that either directly affect other units or have " "an impact on how the unit interacts with other units. These abilities will " "be listed under this section as you encounter them. Each page will provide a " "description of what the ability does and which (currently discovered) units " "have it.\n" "\n" msgstr "" "Kai kurie kariai turi gebėjimų, kurie arba tiesiogiai veikia kitus karius, " "arba turi įtakos kario sąveikavimui su kitais kariais. Šie gebėjimai, kai " "jūs juos sutiksite, bus vardinami šiame skyriuje.Kiekvienas puslapis turės " "gebėjimo aprašymą ir kurie (šiuo metu atrasti) kariai jį turi.\n" "\n" #. [topic]: id=..weapon_specials #: data/core/help.cfg:148 msgid "" "Some weapons have special features that increase the effectiveness of " "attacking with them. When you see a new weapon special during a campaign or " "multiplayer scenario it will be added to this list; you can then view its " "page any time you wish. Each page will provide a description of what the " "weapon special does and which (currently discovered) units have it.\n" "\n" msgstr "" #. [topic]: id=.unknown_unit #: data/core/help.cfg:157 msgid "Unknown Unit" msgstr "Nežinomas karys" #. [topic]: id=.unknown_unit #: data/core/help.cfg:158 msgid "" "\n" "\n" "This unit is unknown for the moment. You must discover it in the game to be " "allowed to see its description." msgstr "" "\n" "\n" "Šis karys šiuo metu nežinomas. Jūs privalote atrasti jį žaidime, kad " "galėtumėte pamatyti jo aprašymą." #. [topic]: id=..gameplay #: data/core/help.cfg:168 msgid "" "Wesnoth is comprised of a series of battles, called " "text='scenarios', that pit your troops against the troops " "of one or more adversaries. Multiple scenarios that follow on from each " "other, telling a story, make up text='campaigns'. In a " "campaign, you often need to play more carefully, preserving your best troops " "for use again in later scenarios.\n" "\n" "The interactive text='Tutorial' introduces the basics of " "Wesnoth gameplay in the context of a scenario. Most material covered in the " "tutorial is explained more in-depth in these pages, so you can always refer " "back here if you forget something.\n" "\n" "After you master the basics, try out a beginner campaign, such as " "text='Heir to the Throne' or text='The South " "Guard'. A full list of installed campaigns can be found via the " "text='Campaign' option on the main menu. As Wesnoth can be " "quite challenging, you may wish to start on easy before progressing to " "higher difficulties.\n" "\n" "Campaigns are grouped by text='level' and " "text='difficulty'. For example, text='Heir to the " "Throne' is ‘Novice’ level, and is playable at three difficulties: " "‘Beginner’, ‘Normal’, and ‘Challenging’. The level of a campaign indicates " "what degree of proficiency in the game mechanics (such as " "dst='movement' text='zones of control' and dst='time_of_day' " "text='time of day') is assumed. The difficulty indicates how " "challenging the scenarios will be to a veteran player: at higher " "difficulties, the obstacles to victory will be higher and overcoming them " "will require more skillful play. For example, at higher difficulties the " "enemy may have higher incomes, higher-level units, more castle hexes, and so " "on." msgstr "" #. [topic]: id=..gameplay #: data/core/help.cfg:177 msgid "" "\n" "\n" "
text='Fundamentals of Gameplay'
\n" "\n" msgstr "" "\n" "\n" "
text='Žaidimo pagrindai'
\n" "\n" #. [topic]: id=..gameplay #: data/core/help.cfg:177 #, fuzzy msgid "" "While playing, keep in mind that you can mouse-over many items in the game, " "such as the information displayed in the status pane, to see a brief " "description explaining each item. This is especially useful when you " "encounter new elements, such as dst='..abilities_section' " "text='abilities', for the first time." msgstr "" "Turėkite omenyje, kad žaidžiant galite užvesite pelės žymeklį ant objektų, " "tokių kaip informaciniai langeliai, kad pamatytumėte trumpą paaiškinimą apie " "kiekvieną objektą. Tai ypač naudinga pirmą kartą sutikus naują dst='.." "abilities_section' text='gebėjimą'." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:189 msgid "Victory and Defeat" msgstr "Pergalė ir pralaimėjimas" #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "\n" "\n" "When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do " "things like changing your save options or (if you are in a multiplayer game) " "chatting with other players before pressing that button to advance." msgstr "" "\n" "\n" "Kai laimite scenarijų, žemėlapis papilkėja ir mygtukas text='Baigti " "ėjimą' pasikeis į text='Baigti scenarijų'. Tada, prieš " "nuspausdami mygtuką, galite atlikti tokius veiksmus kaip keisti išsaugojimų " "nustatymus arba (jei esate daugelio žaidėjų žaidime) kalbėtis su kitais " "žaidėjais." #. [topic]: id=victory_and_defeat #: data/core/help.cfg:190 msgid "" "Pay careful attention to the text='Objectives' pop-up box at " "the beginning of each scenario. In most scenarios, you will achieve victory " "by killing all enemy leaders ; likewise, the death of your own leader " "generally results in defeat. However, some scenarios may have other victory " "objectives, such as getting your leader to a designated point, rescuing an " "ally, solving a puzzle, or holding out against a siege until a certain " "number of turns have elapsed." msgstr "" "Ypatingai atkreipkite dėmesį į kiekvienos užduoties pradžioje iššokančiame " "langelyje pateiktą text='tikslo' aprašymą. Daugumoje scenarijų " "pergalė pasiekiama sunaikinus visus priešo vadus; taip pat jūsų vado mirties " "atveju paprastai pralaimima. Tačiau kai kuriuose scenarijuose gali būti " "keliami kiti pergalės pasiekimo tikslai, pavyzdžiui nuvesti savo vadą į " "nustatytą vietą, išgelbėti sąjungininką, išspręsti galvosūkį ar išsilaikyti " "apsiaustyje tam tikrą ėjimų skaičių." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:199 msgid "Recruiting and Recalling" msgstr "Samdymas ir grąžinimas" #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 msgid "" "\n" "\n" "If you right-clicked on a castle hex and selected recruit, the new unit will " "appear in that hex. Otherwise, it will appear in a free hex near the keep. " "You may only recruit as many units as you have free hexes in your castle, " "and you cannot spend more gold than you actually have on recruiting." msgstr "" "\n" "\n" "Paspaudus dešinį pelės klavišą ant pilies laukelio ir pasirinkus samdyti, " "naujas karys atsiras tame laukelyje. Kitu atveju, karys atsiras laisvame " "laukelyje šalia bokšto. Galite samdyti tik tiek karių, kiek turite laisvų " "langelių savo pilyje ir negalite išleisti daugiau aukso negu turite samdymui." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:200 msgid "" "Each side begins with one leader in their keep. At the start of any battle, " "and at times during it, you will need to recruit dst='..units' " "text='units' into your army. To recruit, you must have your leader " "(for instance, Konrad in the text='Heir to the Throne' " "campaign) on the keep hex of a dst='..terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' " "from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for " "recruitment, along with their gold cost. Click on a unit to see its " "statistics, then press the text='Recruit' button to recruit it." msgstr "" "Pradžioje visi priešininkai turi po vieną vadą savo bokštuose. Kiekvieno " "mūšio pradžioje, o kartais ir eigoje, jums reikės pasamdyti dst='.." "units' text='karių' savo kariuomenei. Tam tikslui, jūsų vadas " "(pavyzdžiui, Konradas text='Sosto įpėdinio' kampanijoje) " "turi būti dst='...terrain_castle' text='pilies' bokšto laukelyje. " "Tuomet galite samdyti arba išrinkdami text='Samdyti' iš meniu " "sąrašo arba iš sąrašo, atsidariusio paspaudus dešinį pelės klavišą ant " "langelio text='Samdyti'. Samdymo meniu sąraše matysite laisvus " "karius ir jų samdymo kainą auksu. Kario statistinius duomenis matysite " "paspaudę ant kario, o jį nusamdysite paspaudę mygtuką text='Samdyti'." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:202 msgid "" "\n" "\n" "Recruited units come with two random dst='..traits_section' " "text='traits' which modify their statistics." msgstr "" "\n" "\n" "Pasamdyti kariai turi du atsitiktinius dst='..traits_section' " "text='bruožus', kurie keičia jų statistikas." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:204 msgid "" "\n" "\n" "In later scenarios, you may also Recall survivors from earlier battles. " "Recalling costs a standard 20 gold and presents you with a list of all " "surviving units from previous scenarios." msgstr "" "\n" "\n" "Vėlesnėse scenarijuose jūs taip pat galėsite susigrąžinti ankstesniuose " "mūšiuose išlikusius karius. Sugrąžinant karį už standartinę 20 auksinių " "kainą, bus parodomas visų, ankstesnėse užduotyse išlikusių karių sąrašas." #. [topic]: id=recruit_and_recall #: data/core/help.cfg:206 msgid "" "\n" "\n" "Units not only cost gold to Recruit or Recall, they also require money to " "support. See dst='income_and_upkeep' text='income and upkeep' for " "more information." msgstr "" "\n" "\n" "Ne tik karių samdymas ir sugrąžinimas, bet ir jų išlaikymas sekina jūsų " "aukso atsargas. Daugiau informacijos rasite skyrelyje " "dst='income_and_upkeep' text='pajamos ir išlaikymas'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:215 msgid "Income and Upkeep" msgstr "Pajamos ir išlaikymas" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Income is simple. You have a base income of 2 gold per turn. For every " #| "village you control, you gain one additional gold each turn. (In general " #| "this is configurable but in campaigns it is almost always one gold per " #| "village.) Thus, if you have ten villages, you would normally gain 12 gold " #| "each turn. Your upkeep costs are subtracted from this income, as detailed " #| "below." msgid "" "\n" "\n" "Income is simple. You have a base income of 2 gold per turn. For every " "village you control, you gain one additional gold each turn. Thus, if you " "have ten villages, you would normally gain 12 gold each turn. Your upkeep " "costs are subtracted from this income, as detailed below." msgstr "" "\n" "\n" "Pajamos yra paprasta. Jūs gaunate 2 auksinius per kiekvieną ėjimą. Iš " "kiekvieno jums priklausančio kaimo kiekvieną ėjimą gausite vieną papildomą " "auksinį (Apskritai tai yra konfigūruojama, bet kampanijose beveik visada bus " "vienas auksinis nuo kiekvieno kaimo.). Taigi, jei turite dešimt kaimų, " "kiekvieną ėjimą gautumėte 12 auksinių. Žemiau paaiškinta, kaip iš šių pajamų " "atimamos išlaikymo išlaidos." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:216 msgid "" "In Wesnoth, it is not enough simply to recruit units and fight. You must " "watch your gold as well, especially in campaigns, where you can carry extra " "gold over from one scenario to the next. There are two aspects to this; " "text='income' and text='upkeep'." msgstr "" "Vesnote nepakanka tiesiog samdyti karius ir kautis. Taip pat privalote " "stebėti savo auksą, ypač kampanijose, kur galite persinešti papildomą auksą " "iš vieno scenarijaus į kitą. Yra du šito aspektai: text='pajamos' ir text='išlaikymas'." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:220 msgid "" "\n" "\n" "Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal " "to its level. You can support as many levels worth of units as you have " "villages, without paying any upkeep. However, for each level of unit beyond " "the number of villages you have, you must pay one gold per turn. For " "example, if you have twelve level one units and ten villages, you would have " "to pay two gold each turn in upkeep." msgstr "" "\n" "\n" "Išlaikymas taip pat yra pakankamai paprastas. Kiekvieno kario išlaikymo " "kaina lygi jo lygiui. Nemokėdami išlaikymo išlaidų jūs galite išlaikyti tiek " "lygių vertų karių, kiek turite kaimų. Tačiau už kiekvieną kario lygį, " "viršijantį kaimų skaičių, turite mokėti po vieną auksinį per ėjimą. " "Pavyzdžiui, jeigu turite dvylika pirmo lygio karių ir dešimt kaimų, turėsite " "mokėti po du auksinius išlaikymo išlaidų kiekvieno ėjimo metu." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:222 msgid "" "\n" "\n" "Upkeep costs are subtracted from your income, so in the case of twelve " "levels of units and ten villages, your resultant Income would be 10 gold per " "turn." msgstr "" "\n" "\n" "Išlaikymo kaštai atimami iš jūsų pajamų, taigi dvylikos karių lygių ir " "dešimties kaimų atveju jūsų pajamos bus 10 aukso per ėjimą." #. [topic]: id=income_and_upkeep #: data/core/help.cfg:226 msgid "" "\n" "\n" "In general, the base income, the amount of gold you get per village per " "turn, and the number of unit levels each village can support are " "configurable, but in campaigns they are almost always the values described " "above. The text='Scenario Settings' tab of the " "text='Status Table' dialog shows the values for the current " "scenario." msgstr "" #. [topic]: id=income_and_upkeep #: data/core/help.cfg:228 msgid "" "\n" "\n" "There are two important exceptions to upkeep: units with the loyal trait and " "leaders never incur upkeep. Units you begin the scenario with (such as " "Delfador), or units who join you during a scenario (such as the horseman in " "the second scenario of text='Heir to the Throne') will " "usually have the text='loyal' trait. The unit you are " "playing (such as Konrad) will almost always be a leader." msgstr "" "\n" "\n" "Išlaikymo išlaidoms yra numatytos dvi svarbios išimtys: ištikimi kariai ir " "vadai nereikalauja Išlaikymo. Scenarijaus pradžioje turimi kariai " "(pavyzdžiui, Delfadoras), arba kariai, prisijungiantys scenarijaus metu " "(pavyzdžiui, raiteliai antrajame text='Sosto įpėdinio' " "scenarijuje), paprastai turi text='ištikimo' kario bruožą. " "Kariai, kuriais jūs žaidžiate (pavyzdžiui, Konradas), beveik visada būna " "vadai." #. [topic]: id=hitpoints #: data/core/help.cfg:237 msgid "Hitpoints and Experience" msgstr "Gyvybės taškai ir patirtis" #. [topic]: id=hitpoints #: data/core/help.cfg:238 msgid "" "Each unit has a certain number of text='hitpoints' (HP). If " "the hitpoints of a unit drop below 1, the unit dies. Each unit also has a " "certain number of text='experience points' (XP). A freshly " "recruited unit starts with no experience points, and gains experience by " "fighting enemies." msgstr "" "Kiekvienas karys turi tam tikrą kiekį text='gyvybės taškų' " "(GT). Jei kario gyvybės taškai nukrenta žemiau 1, jis miršta. Kiekvienas " "karys taip pat turi tam tikrą skaičių text='patirties taškų' (PT). Naujai pasamdytas karys neturi patirties taškų ir įgauna " "patirties kovodamas su priešais." #. [topic]: id=hitpoints #: data/core/help.cfg:242 msgid "" "The hitpoints and experience points are both indicated in the status pane " "using two numbers (the current value and the maximum value the unit can " "have)." msgstr "" "Gyvybės ir patirties taškai pateikiami dviem skaičiais būsenos langelyje " "(dabartinės ir didžiausios galimos reikšmės)." #. [topic]: id=hitpoints #: data/core/help.cfg:244 msgid "" "The hitpoints are also indicated by an energy bar next to each unit, which " "is green, yellow or red. A unit with at least 1 experience point has a blue " "experience bar, which turns white as the unit is about to " "dst='advancement' text='advance'." msgstr "" "Gyvybės taškai taip pat rodomi kario energijos indikatoriuje, kuris yra " "žalios, geltonos arba raudonos spalvos. Karys, turintis bent 1 patirties " "tašką, turi mėlynos spalvos patirties indikatorių, kuris augant patirčiai " "pasikeičia į baltą spalvą, kai karys beveik pasiruošęs " "dst='advancement' text='patobulėti'." #. [topic]: id=advancement #: data/core/help.cfg:251 msgid "Advancement" msgstr "Tobulėjimas" #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "\n" "\n" "Units have a certain amount of experience required to advance (this is 20% " "less for units with the Intelligent trait). Once they achieve this amount, " "they immediately advance to the next level, healing fully in the process. In " "some cases, you will be given a choice of advancement options." msgstr "" "\n" "\n" "Tam, kad patobulėtų, kariai turi gauti tam tikrą kiekį patirties " "(protingiems kariams reikia 20% mažiau patirties). Kai tik pasiekiamas " "atitinkamas kiekis, jie tuoj pat pasikelia lygį ir pilnai pasveiksta. Tam " "tikrais atvejais jūs galėsite pasirinkti vieną iš kelių paaukštinimo " "galimybių." #. [topic]: id=advancement #: data/core/help.cfg:252 msgid "" "If both units survive a combat, they gain a number of experience points " "equal to the level of the unit they’re fighting. If a unit kills another in " "combat, however, it gains much more experience — 4 for a level 0 unit, 8 for " "level 1, 16 for level 2, 24 for level 3, and so forth." msgstr "" "Jeigu abu kariai išgyvena kovą, jie gauna patirties taškų skaičių lygų " "kario, su kuriuo jie kaunasi, lygiui. Tačiau jei karys kovoje užmuša kitą, " "jis gauna kur kas daugiau patirties – 4 už 0 lygio karį, 8 – už 1 lygio, 16 " "– už 2 lygio, 24 – už 3 lygio ir t.t." #. [topic]: id=advancement #: data/core/help.cfg:254 msgid "" "\n" "\n" "While most units have three levels, not all do. Occasional units (such as " "dst='unit_Mage' text='magi') may have four. Once a unit has " "reached its maximum level, it may have an text='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 karių turi tris lygius, bet ne visi. Kai kurie kariai (tokie kaip " "dst='unit_Mage' text='magai') gali turėti keturis. Kai karys " "pasiekia aukščiausią lygį, jis gali įgyti text='virš aukščiausio " "lygio paaukštinimą' (VALP). Kiekvieną kartą, kai karys surenka " "pakankamai patirties, VALP pakeičia karį, tačiau jo lygis išlieka nepakitęs. " "Paprastai VALP poveikis yra maksimalaus GT kiekio pakėlimas 3 punktais ir " "pilnas pagydymas. Pirmą kartą VALP paprastai pasiekiamas surinkus 150 PT " "(120 PT protingiems kariams). Tačiau vėliau tampa vis sunkiau pasiekti VALP, " "todėl labiau verta bandyti patobulinti žemesnio lygio karius." #. [topic]: id=movement #: data/core/help.cfg:263 msgid "Movement" msgstr "Judėjimas" #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "\n" "\n" "Each unit has a certain number of movement points which are used up when " "moving into a new hex, depending on the Terrain of that particular hex. For " "instance, grassland nearly always costs 1 movement point to enter. Exactly " "how many movement points are spent entering a hex depends on the unit type — " "in forest, elvish units only spend 1 movement point, most human and orc " "units spend 2, while horsemen spend 3. You can learn how many movement " "points a unit requires to enter a certain terrain type by right-clicking on " "it, selecting text='Unit Description', and then looking at " "text='Terrain Modifiers'." msgstr "" "\n" "\n" "Kiekvienas karys turi tam tikrą ėjimų skaičių, kurie išnaudojami pereinant į " "naują langelį priklausomai nuo reljefo, kuriame yra konkretus laukelis. " "Pavyzdžiui, judant pievoje beveik visuomet išnaudosite vieną ėjimą. Kiek " "ėjimų bus išnaudota patenkant ant langelio priklauso ir nuo kario tipo – " "miške tik elfai išnaudoja 1 ėjimą, dauguma žmonių ir orkų karių išnaudoja 2 " "ėjimus, o raiteliai – 3. Sužinoti, kiek ėjimų reikia kariui pereinant į tam " "tikros rūšies teritoriją, galite užvedę pelės žymeklį ant kario ir paspaudę " "dešinį pelės klavišą ir pasirinkę text='Kario aprašymą', " "kuriame rasite text='Reljefo modifikatorius'." #. [topic]: id=movement #: data/core/help.cfg:264 msgid "" "Movement in text='Battle for Wesnoth' is simple. Click on " "the unit you wish to move to select it, then click on the hex you wish to " "move it to. When a unit is selected, everywhere it can move this turn will " "be highlighted, and all other hexes on the map are made dull. Mousing over a " "highlighted hex shows the defense rating the unit would have if you moved it " "to that hex. Mousing over a dull hex will also show the number of turns " "required to reach it, and clicking will cause the unit to move towards it by " "the fastest route over this and subsequent turns. If you don’t use up all of " "a unit’s movement when you first move a unit, you may move it again. This is " "useful when having two units switch places. Attacking with a unit will use " "up its movement. Ending a move in a village you don’t already own will also " "use up a unit’s movement, but will still allow it to attack." msgstr "" "Judėjimas text='Mūšyje dėl Vesnoto' yra paprastas. Pelės " "paspaudimu pažymėkite karį, kuriuo norite atlikti ėjimą. Tada spauskite ant " "langelio, į kurį norite pereiti. Kai karys pažymėtas, visos vietos, į kurias " "galima pereiti bus paryškintos, o visi kiti langeliai žemėlapyje išblanks. " "Užslinkus pelės žymekliu ant užtamsinto langelio pamatysite gynybos lygį, " "kurį karys įgis, jeigu jį ten perkelsite. Pelės žymeklį užvedę ant " "išblankusio langelio, pamatysite ėjimų skaičių, reikalingą langeliui " "pasiekti ir bandant spausti pelės klavišą ant to langelio, karys paeis " "greičiausiu maršrutu į nurodyto langelio pusę šiuo ir kitais ėjimais. Jeigu " "neišnaudojote visų kario ėjimų pirmu kartu, galite paeiti dar kartą. Tokia " "galimybė padeda sukeisti karius vietomis. Karys išnaudoja savo ėjimą " "puldamas. Pereidamas į svetimą kaimą, karys taip pat išnaudos ėjimą, tačiau " "išsaugos galimybę pulti." #. [topic]: id=movement #: data/core/help.cfg:266 msgid "" "\n" "\n" "Another thing to keep in mind while moving is text='zones of " "control'. Each unit — except for level 0 units — generates a zone " "of control in the hexes immediately surrounding it, and any enemy unit " "entering those hexes immediately ends its movement. Learning how to use " "zones of control to your advantage is an important part of Wesnoth, as only " "dst='ability_skirmisherskirmisher' text='skirmishers' can ignore " "zones of control." msgstr "" "\n" "\n" "Dar vienas dalykas, į kurį turėtumėte atkreipti dėmesį atlikdami ėjimą – " "text='kontroliuojamos zonos'. Kiekvienas karys — išskyrus 0 " "lygio karius — turi kontroliuojamą zoną aplinkiniuose langeliuose ir priešų " "karys įėjęs į tokį langelį užbaigia savo ėjimą. Kontroliuojamų zonų " "panaudojimas savo privalumui yra svarbi Vesnoto dalis, nes tik " "dst='ability_skirmisher' text='peštukai' gali nepaisyti valdymo " "zonų." #. [topic]: id=movement #: data/core/help.cfg:268 msgid "" "\n" "\n" "To see where the enemy can move to during their next turn, press Ctrl-v or " "Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were " "not on the map to block their progress." msgstr "" "\n" "\n" "Kad pamatytumėte, kur priešas gali judėti pre kitą savo ėjimą, nuspauskite " "Ctrl-v arba Cmd-v. Ctrl-b arba Cmd-b parodo, kur priešas gali judėti, jei " "jūsų karių nebūtų žemėlapyje ir jie netrukdytų judėti." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:277 msgid "Shroud and Fog of War" msgstr "Uždanga ir karo rūkas" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:278 msgid "" "In some scenarios, parts of the map will be hidden from you. There are two " "mechanisms that can be used separately or together. The " "text='shroud' hides both the terrain and any units at a " "location. However, once it is cleared, you can always see that location. The " "text='fog of war' only hides units and ownership of " "villages (other than by you or your allies). The fog of war is cleared " "temporarily when you have units nearby, but returns when they leave. Both " "the shroud and the fog of war are cleared by units. Each unit clears " "locations adjacent to those within one turn’s move (ignoring zones of " "control and enemy units).\n" "\n" "Normally you can undo a unit’s movement, as long as an event with a " "randomized result has not occurred, such as combat or recruitment (as most " "units receive random traits when recruited). Exploring hidden terrain by " "clearing shroud or fog will also prevent undos to a previous state. You may " "wish to activate text='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 text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo " "movement." msgstr "" "Kai kuriose užduotyse dalis žemėlapio bus paslėpta nuo jūsų. Yra du " "paslėpimo būdai, kurie gali būti naudojami atskirai arba kartu. " "text='Uždanga' paslepia ir reljefą, ir karius. Tačiau " "praskleidus uždangą, jūs visuomet galite matyti tą vietovę. " "text='Karo rūkas' paslepia tik karius ir kaimo " "priklausomybę (išskyrus jūsų ir jūsų sąjungininkų). Karo rūkas laikinai " "prasisklaido, jei netoliese turite savo karių, tačiau jiems nuėjus vėl " "apgaubia vietovę. Tiek uždanga, tiek ir karo rūkas išsklaidomi karių " "pagalba. Kiekvienas karys išsklaido teritoriją pasiekiamą vienu ėjimu " "(neskaitant kontroliuojamų zonų ir priešo karių).\n" "\n" "Paprastai kario ėjimą galima atšaukti, jeigu nebuvo atliktas veiksmas, " "priklausantis nuo atsitiktinumų, pavyzdžiui, grumtynių ar samdymo (nes " "dauguma samdomų karių įgauna atsitiktinius bruožus). Žvalgantis paslėptose " "teritorijose uždangos atskleidimas arba karo rūko prasklaidymas riboja " "atstatymus į pradinę būseną. Tokiu atveju galima aktyvuoti " "text='uždangos atsinaujinimo vėlinimą', kuris yra veiksmų " "meniu. Atlikus tokį veiksmą, kariai neišsklaidys uždangos ar karo rūko iki " "kito atsitiktinio įvykio arba rankinio atnaujinimo per " "text='Atnaujinti uždangą' (arba jūsų ėjimo pabaigos) ir dėl to " "bus užtikrinta galimybė atšaukti ėjimą." #. [topic]: id=shroud_and_fog #: data/core/help.cfg:282 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Multiplayer Eras and Factions'
" msgid "
text='Multiplayer and undo'
" msgstr "" "\n" "\n" "
text='Daug žaidėjų žaidimo eros ir frakcijos'
" #. [topic]: id=shroud_and_fog #: data/core/help.cfg:284 msgid "" "In multiplayer games, moves that have been sent to the network can’t be " "undone; the game delays sending data to try to preserve your undo ability. " "When discussing with teammates, remember that the other players are usually " "looking at a snapshot from the time of the last combat or fog-revealing " "move. Chat messages and map labels are sent immediately, however they don’t " "cause the undoable moves to be sent." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:291 msgid "Save-loading" msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:292 msgid "" "Random numbers are part of Wesnoth, attacks can fail and units can die due " "to bad luck — this is an expected part of the game. Going back to a previous " "turn to try a different strategy is a part of learning the game, but we " "recommend against reloading merely to try the same strategy again while " "hoping for better luck." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:294 msgid "" "One of the challenges of the game is to work out how to protect your heroes. " "Small risks quickly build up: if you have five important units, and they " "each have just a 1% chance of death each turn, you can " "text='expect' one of them to die about every 20 turns. So, " "you’ll rarely make it through a scenario without having it happen." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:297 msgid "" "Small risks build up for your non-hero units too. While the story and " "dialogue usually aim to give you some emotional bond with your troops, the " "game mechanics reward remembering that it’s just a game — there is rarely " "any penalty for letting these units die, other than being unable to recall " "them in future scenarios. Your battle plan should distribute the risks based " "on which troops you want to recall later." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:299 msgid "" "The difficulty levels are balanced assuming that the player won’t save-load. " "In the mainline campaigns, harder difficulties generally have more enemies " "and thus more experience points available; this leads to them being balanced " "assuming that the player will be able to train enough troops to cope with " "losing some level two or level three units." msgstr "" #. [topic]: id=saveload #: data/core/help.cfg:301 msgid "" "That said, it’s a game; the best way to play it is whichever way gives you " "the most enjoyment." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:308 msgid "Learning from Losses" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:309 msgid "" "text='Why did I lose that scenario?'\n" "\n" "One of the most difficult parts of Wesnoth is understanding why a scenario " "was lost." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:311 msgid "" "\n" "\n" "When you first start playing, you will probably lose some scenarios. That is " "normal, and is part of learning the game. When that happens, try to learn " "from your mistakes: watch the replay, try to understand what you did wrong, " "then dst='saveload' text='restart the scenario' and try again." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:313 msgid "" "\n" "\n" "Some common reasons for losing a scenario are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:315 msgid "" "\n" "\n" "• Playing a campaign at too high a dst='..gameplay' text='difficulty " "level'. Try restarting the scenario at an easier difficulty." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:317 msgid "" "\n" "\n" "• Playing a poor strategy: for example, recruiting the wrong types of units, " "fighting at the wrong dst='time_of_day' text='time of day', not " "taking advantage of terrain features or units’ special abilities, and so on." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:319 msgid "" "\n" "\n" "• Missing clues. Often there will be hints in the campaign’s story and " "dialog about what to expect from a difficult scenario and how to prepare for " "it. If you have a loyal mage on your side, take the time to listen to its " "advice; it may save your life." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:321 msgid "" "\n" "\n" "• Barely scraping a victory in a previous scenario. Campaigns generally " "assume that you will have some text='carryover gold' and " "some experienced units on your text='recall list.' (These " "concepts are explained in the tutorial.) If you win a scenario but lose most " "of your experienced units and much of your gold, the following scenario may " "be very difficult to beat, even for a more experienced player. If you find " "yourself in this situation, you may try to go back a scenario or two and win " "them more convincingly, or change to an easier difficulty. (However, " "remember that text='some' losses are expected, particularly " "at higher difficulties.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:323 msgid "" "\n" "\n" "• Poor gold management. At higher difficulties, managing gold — capturing " "villages to increase the income, and using low-level units and fresh " "recruits to reduce the spending — becomes important. If you use many high-" "level units, you might win a scenario easily but have not enough gold " "carryover for the next scenario. (This would be an example of “barely " "scraping a victory”.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:325 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Cores'
" msgid "" "\n" "\n" "
text='Unlikely reasons'
" msgstr "" "\n" "\n" "
text='Branduoliai'
" #. [topic]: id=whylost #: data/core/help.cfg:327 msgid "" "\n" "\n" "In addition to the common reasons, listed above, there are a few other " "reasons which are unlikely, though not impossible. They are:" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:329 msgid "" "\n" "\n" "• You may have played a strategy that the campaign developer did not " "anticipate, and ended up with a set of high-level units not suitable for the " "next scenario." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:331 msgid "" "\n" "\n" "• You may have found a scenario that can only be won on the second or third " "time through, whether by requiring above-average luck or by expecting the " "players to have foreknowledge — to know what surprises are coming up before " "they happen. (It is under discussion whether foreknowledge is expected at " "the highest difficulties. Requiring above-average luck, however, would " "qualify as a bug.)" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:333 msgid "" "\n" "\n" "• Unusually-bad luck. Whether an attack hits or misses is random, so it " "could happen that the enemy was very lucky and had many hits, while you were " "very unlucky and had many misses. However, this is a very rare occurrence, " "virtually unheard of in all but the shortest, smallest scenarios. In fact, " "losses are more commonly caused by playing a text='bad' " "strategy despite having text='above-average' luck, than by " "playing a text='good' strategy but having " "text='below-average' luck. Moreover, merely having “below-" "average” luck does not excuse a loss; having below-average luck is perfectly " "normal, and scenarios are designed to be winnable even with below-average " "luck. It is only exceedingly bad luck, over multiple turns, that we mean " "here." msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:335 msgid "" "\n" "\n" "Be wary of attributing a loss to any of these reasons. If you are not a " "veteran player, it is far more likely that your loss was caused by one of " "the text='common' errors, listed above, and is not " "indicative of a bug in the campaign. However, if you still think you found a " "bug, then by all means, report it!" msgstr "" #. [topic]: id=whylost #: data/core/help.cfg:337 msgid "" "\n" "\n" "The “Damage Calculations” dialog shows some statistics that can help " "determine whether a match was very lucky or very unlucky. However, reading " "the statistics is no substitute to watching the replay and looking for " "strategic mistakes, or small bits of luck at critical points in the " "engagement." msgstr "" #. [topic]: id=combat #: data/core/help.cfg:346 msgid "Combat" msgstr "Grumtynės" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "\n" "\n" "
text='Order and Number of Strikes'
" msgstr "" "\n" "\n" "
text='Smūgių tvarka ir skaičius'
" #. [topic]: id=combat #: data/core/help.cfg:347 msgid "" "Combat in text='Battle for Wesnoth' always takes place " "between units in adjacent hexes. Click on your unit, and click on the enemy " "you want to attack: your unit will move towards the enemy unit, and when " "they are next to each other, combat will begin. The attacker and defender " "alternate strikes until each has used their allotted number of strikes. The " "attacker chooses one of its weapons to attack with, and the defender " "retaliates with one of its attacks of the same type. There are two types of " "attacks: text='melee', which usually involves weapons such " "as swords, axes or fangs; and text='ranged', which usually " "involves weapons such as bows, spears and fireballs." msgstr "" "Grumtynės tarp karių text='Mūšyje dėl Vesnoto' visuomet " "vyksta gretimuose laukeliuose. Paspauskite ant savo kario ir priešo, kurį " "norite pulti: jūsų karys paeis link priešo ir kai jie stovės greta, prasidės " "grumtynės. Puolėjas ir gynėjas pasikeisdami smūgiuos tol, kol išnaudos " "leidžiamą savo smūgių skaičių. Puolantysis atakai pasirenka vieną iš savo " "ginklų o ginantysis atsako tokios pat rūšies ginklu. Yra dviejų rūšių " "puolimai: text='fechtavimasis', kur naudojami kalvijai, " "kirviai ar iltys arba text='šaudymas', kur naudojami tokie " "ginklai, kaip lankai, ietys ir ugnies kamuoliai." #. [topic]: id=combat #: data/core/help.cfg:349 msgid "" "\n" "\n" "The attacker gets the first strike, then the defender retaliates. Each " "strike either hits, doing a given amount of damage, or misses, doing no " "damage at all. Strikes alternate until each unit has used up all of its " "strikes. The number of strikes a unit has varies; for instance, an elvish " "fighter with a 5×4 attack may strike 4 times, each successful strike dealing " "5 damage, while an orcish grunt with a 9×2 attack can only strike twice (but " "at 9 damage for each hit)." msgstr "" "\n" "\n" "Puolantysis smūgiuoja pirmas, tuomet atsako besiginantis. Kiekvienas smūgis " "kuris pasiekia tikslą padaro atitinkamą žalą priešininkui, jeigu nepataikoma " "– žala nepadaroma. Smūgiuojama pakaitomis kol išnaudojami visi kario " "smūgiai. Smūgių skaičius priklauso nuo kario; pavyzdžiui, elfas atakuodamas " "5×4 stiprumu gali smūgiuoti 4 kartus, ir kiekvieną kartą sėkmės atveju " "padaroma 5 taškų žala, kai tuo tarpu orkų pėstininkas atakuodamas 9×2 " "stiprumu tegali smūgiuoti 2 kartus (tačiau kiekvieno smūgio žala siekia 9 " "taškus)." #. [topic]: id=combat #: data/core/help.cfg:351 msgid "" "\n" "\n" "
text='Chance to Hit'
" msgstr "" "\n" "\n" "
text='Šansas pataikyti'
" #. [topic]: id=combat #: data/core/help.cfg:353 msgid "" "\n" "\n" "Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by " "right-clicking a unit, selecting text='Unit Description', and " "then looking at text='Terrain Modifiers'. For instance, many " "elves have a defense rating of 70% in forest, so a unit attacking them has " "only a 30% chance of hitting. Conversely, the elf’s chance of hitting the " "attacker in return depends on what terrain the attacker is in." msgstr "" "\n" "\n" "Kiekvienas karys gali būti sužeistas priklausomai nuo to, kokiame " "text='reljefe' jis stovi. Tai parodyta būsenos lange ir " "taip pat randama text='Reljefo modifikatoriuose', ant kario " "paspaudus dešinį pelės klavišą ir išrinkus text='Kario aprašymas'. Pavyzdžiui, dauguma elfų turi 70% atsparumą miške, taigi užpuolikas " "turi tik 30% tikimybę pataikyti. Atitinkamai, tikimybė elfui pataikyti į " "užpuoliką priklauso nuo reljefo, kuriame stovi užpuolikas." #. [topic]: id=combat #: data/core/help.cfg:355 msgid "" "\n" "\n" "There are two exceptions to this rule: dst='weaponspecial_magical' " "text='magical attacks' and dst='weaponspecial_marksman' " "text='marksmen'. Magical attacks always have a 70% chance to hit, " "regardless of terrain, and, when used offensively, marksmen always have at " "least a 60% chance to hit, regardless of terrain." msgstr "" "\n" "\n" "Yra dvi šios taisyklės išimtys: dst='weaponspecial_magical' " "text='magiškos atakos' ir dst='weaponspecial_marksman' " "text='snaiperiai'. Magiškos atakos visada turi 70% tikimybę pataikyti, " "nepriklausomai nuo reljefo, snaiperiai puldami turi bent 60% tikimybę " "pataikyti, nepriklausomai nuo reljefo." #. [topic]: id=combat #: data/core/help.cfg:357 msgid "" "\n" "\n" "
text=Damage
" msgstr "" "\n" "\n" "
text=Žala
" #. [topic]: id=combat #: data/core/help.cfg:359 msgid "" "\n" "\n" "Each strike which hits causes a base amount of damage depending on the " "attack type. For instance, an elvish fighter with a 5×4 attack does 5 base " "damage. This is usually modified by two things: " "dst='damage_types_and_resistance' text='resistance' and " "dst='time_of_day' text='time of day'. To see how base damage is " "modified by the circumstances, select text='Damage Calculations' in the attack selection menu." msgstr "" "\n" "\n" "Kiekvienas sėkmingas smūgis padaro priskirto dydžio bazinę žalą, " "priklausomai nuo puolimo rūšies. Pavyzdžiui, elfų kovotojo padaroma bazinė " "žala, naudojant 5×4 ataką, yra 5 taškai. Ji paprastai yra keičiama dviem " "parametrais: dst='damage_types_and_resistance' text='atsparumu' " "ir dst='time_of_day' text='dienos laiku'. Tam, kad pamatytumėte, " "kaip aplinkybės keičia žalos dydį, puolimo pasirinkimo meniu pasirinkite " "text='Žalos skaičiavimai'." #. [topic]: id=combat #: data/core/help.cfg:361 #, fuzzy msgid "" "\n" "\n" "A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is " "dst='weaponspecial_charge' text='charge', which doubles the " "damage dealt by both attacker and defender when the unit with charge attacks." msgstr "" "\n" "\n" "Keletas karių turi ypatingų dst='..abilities_section' text='gebėjimų', kurie įtakoja kovoje daromą žalą. Dažniausiai sutinkamas iš tokių " "gebėjimų yra dst='weaponspecial_charge' text='įkrova', kuris " "padvigubina tiek puolančiojo, tiek besiginančio padaromą žalą." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:369 msgid "Damage Types and Resistance" msgstr "Žalos tipai ir atsparumas" #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 msgid "" "\n" "\n" "Resistances work very simply: if a unit has 40% resistance against a damage " "type, then it will suffer 40% less damage when hit with that damage type. It " "is also possible for a unit to be vulnerable against some damage types. If a " "unit has −100% resistance against a damage type, it will suffer 100% more " "damage when hit by that type." msgstr "" "\n" "\n" "Atsparumai veikia labai paprastai: jei karys turi 40% atsparumą prieš tam " "tikrą žalos rūšį, jis nukentės 40% mažiau kai patirs tos rūšies žalą. Taip " "pat yra galimybė, kad karys yra pažeidžiamas tam tikriems žalų tipams. Jeigu " "kario atsparumas yra −100% tam tikrai žalos rūšiai, jis nukentės dvigubai " "(100% labiau), kai patirs tos rūšies žalą." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:370 msgid "" "In Wesnoth, there are three types of damage usually associated with physical " "attacks: text='blade, pierce, and impact damage'. " "Additionally, there are three further types of damage usually associated " "with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which " "they take from certain damage types." msgstr "" "Vesnote paprastai naudojamos trys fizinės žalos rūšys: " "text='kirtimo, dūrio ir smūgio'. Apart to yra trys žalų, " "paprastai siejamų su magiškomis atakomis, rūšys: text='ugnies, " "šalčio ir paslaptingos'. Įvairūs kariai gali turėti atsparumus, " "keičiančius patiriamą atitinkamos rūšies žalą." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:372 msgid "" "\n" "\n" "For example, skeletons are highly resistant to blade and pierce damage, but " "are vulnerable to impact and fire damage, and extremely vulnerable to arcane " "damage." msgstr "" "\n" "\n" "Pavyzdžiui, skeletai yra labai atsparūs kirtimo ir dūrio žalai, tačiau " "pažeidžiami smūgiu ir ugnimi, ir ypač pažeidžiami paslaptinga žala." #. [topic]: id=damage_types_and_resistance #: data/core/help.cfg:374 msgid "" "\n" "\n" "If a strike is determined to hit, it will always do at least 1 point of " "damage. This applies even if the defender has 100% resistance to the damage " "type." msgstr "" "\n" "\n" "Jeigu smūgis yra pataikomas, tai visuomet atneš bent 1 tašką žalos. Tai " "galioja net ir esant 100% atsparumui žalos rūšiai." #. [topic]: id=orbs #: data/core/help.cfg:382 msgid "Orbs and ellipses" msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:383 msgid "" "There are colored indicators above the energy bars of some units, consisting " "of a colored orb (and sometimes a dst='crowns' text='crown')." msgstr "" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:395 msgid "" "The orbs show whether the unit can move or attack. The statuses and their " "standard colors are:\n" "• text='Green' if it has neither moved nor attacked this turn.\n" "• text='Yellow' if it has moved (or attacked), and can still " "attack. It might still be able to move further too.\n" "• text='Red' if it can neither move further nor attack again " "this turn.\n" " • Red is also used after the ‘end unit turn’ command, and,\n" " • when a unit is in the middle of a multi-turn move (has been told to " "move further than it can in the current turn).\n" "• text='Red and yellow' if it has moved (or attacked), can " "still move further, but it can no longer attack.\n" " • This can happen due to campaign-specific events or abilities, for " "example the text='disengage' ability in the campaign " "text='Under the Burning Suns'.\n" "• text='Blue' for allied units, except during that ally’s own " "turn.\n" " • During the ally’s own turn, their units will be shown with the colors " "showing whether the units can still move and attack; however their moves, " "and the corresponding orb changes, are delayed as explained in " "dst='shroud_and_fog' text='Shroud and Fog of War'.\n" "• Enemy units normally don’t have orbs, however these can be enabled in the " "advanced preference “Customize orb colors”." msgstr "" #. [topic]: id=orbs #: data/core/help.cfg:407 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Cores'
" msgid "
text='Ellipses'
" msgstr "" "\n" "\n" "
text='Branduoliai'
" #. [topic]: id=orbs #: data/core/help.cfg:410 msgid "" "A team-colored shape is drawn on the ground under each unit. This is called " "the “ellipse”, although some units’ ellipses are not elliptical." msgstr "" #. [topic]: id=orbs #. The help page has a set of images above this paragraph, in the same order as the bullet points #: data/core/help.cfg:421 msgid "" "• Most units have a circular ellipse.\n" "• Units that can recruit have a seven-pointed star.\n" "• dst='crowns' text='Hero units' have a smaller variant of the " "seven-pointed star, these units can’t recruit.\n" "• Units without a dst='movement' text='zone of control' have a " "broken outline version of the shape.\n" "• Some campaigns start with a level zero leader. Able to recruit but lacking " "a ZoC, these units have a broken outline version of the seven-pointed star." msgstr "" #. [topic]: id=crowns #: data/core/help.cfg:432 msgid "Crowns and loyal markers" msgstr "" #. [topic]: id=crowns #: data/core/help.cfg:433 msgid "" "Some units have an additional marker superimposed on their dst='orbs' " "text='orb', and a corresponding shape to their dst='orbs' " "text='ellipses':" msgstr "" #. [topic]: id=crowns #. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver". #: data/core/help.cfg:448 msgid "" "• Leaders are shown with a text='gold crown'.\n" "• Heroes have a text='blueish-silver crown'.\n" "• Expendable leaders are shown with a text='silver crown'.\n" "• dst='traits_loyal' text='Loyal units' have the " "text='loyal icon'.\n" "\n" "Of these categories, only leaders are built into the basic game rules. The " "others are found in campaigns, and are characters that form part of the " "narration. The exact rules for them are set by their campaign, which might " "deviate from these standard expectations about them:\n" "\n" "• The death of any hero leads to immediate defeat.\n" "• The death of an expendable leader doesn’t lead to immediate defeat, even " "though they can recruit.\n" "• All of these units have the main advantage of the loyal trait, that they " "cost no upkeep.\n" "• Losing any of these units causes a disadvantage for the remainder of the " "campaign, assuming it doesn’t end immediately.\n" "• These units will never occur as random recruits." msgstr "" #. [topic]: id=time_of_day #: data/core/help.cfg:466 msgid "Time of Day" msgstr "Paros laikas" #. [topic]: id=time_of_day #: data/core/help.cfg:467 #, fuzzy #| msgid "" #| "The time of day affects the damage of certain units as follows:\n" #| "\n" #| "• text='Lawful' units get +25% damage in daytime, and −25% " #| "damage at night.\n" #| "• text='Chaotic' units get +25% damage at night, and −25% in " #| "daytime.\n" #| "• text='Neutral' units are unaffected by the time of day.\n" #| "• text='Liminal' units get −25% damage during both night and " #| "daytime." msgid "" "The time of day affects the damage of certain units as follows:\n" "\n" "• text='Lawful' units get +25% damage in daytime, and −25% " "damage at night.\n" "• text='Chaotic' units get +25% damage at night, and −25% in " "daytime.\n" "• text='Neutral' units are unaffected by the time of day.\n" "• text='Liminal' units get +25% damage during twilight." msgstr "" "Paros laikas turi įtakos tam tikrų karių žalos dydžiui:\n" "\n" "• text='Šviesos' kariai dienos metu daro +25% daugiau žalos, o " "nakties metu daro −25% mažiau žalos.\n" "• text='Chaotiški' kariai nakties metu daro +25% daugiau žalos, " "o dienos metu daro −25% mažiau žalos.\n" "• text='Neutralių' karių daroma žala nepriklauso nuo paros " "laiko.\n" "• text='Prieblandos' kariai dienos ir nakties metu daro −25% " "mažiau žalos." #. [topic]: id=time_of_day #: data/core/help.cfg:472 msgid "" "\n" "\n" "The current time of day can be observed under the minimap in the status " "pane. For the usual day/night cycle, morning and afternoon count as day, " "first and second watch count as night:\n" "\n" msgstr "" "\n" "\n" "Dabartinis paros laikas matomas po mažu žemėlapiu esančiame būsenos " "langelyje. Įprastame dienos/nakties cikle, rytas ir popietė yra diena, " "pirmoji ir antroji sargyba – naktis:\n" "\n" #. [topic]: id=time_of_day #. [time]: id=dawn #. [time]: id=dawn_hour #: data/core/help.cfg:476 data/core/macros/schedules.cfg:16 #: data/core/macros/schedules.cfg:290 msgid "Dawn" msgstr "Aušra" #. [topic]: id=time_of_day #. [time]: id=morning #: data/core/help.cfg:477 data/core/macros/schedules.cfg:28 msgid "Morning" msgstr "Rytas" #. [topic]: id=time_of_day #. [time]: id=afternoon #: data/core/help.cfg:478 data/core/macros/schedules.cfg:46 msgid "Afternoon" msgstr "Popietė" #. [topic]: id=time_of_day #. [time]: id=dusk #. [time]: id=dusk_hour #: data/core/help.cfg:479 data/core/macros/schedules.cfg:55 #: data/core/macros/schedules.cfg:411 msgid "Dusk" msgstr "Prieblanda" #. [topic]: id=time_of_day #. [time]: id=first_watch #: data/core/help.cfg:480 data/core/macros/schedules.cfg:67 msgid "First Watch" msgstr "Pirmoji sargyba" #. [topic]: id=time_of_day #. [time]: id=second_watch #: data/core/help.cfg:481 data/core/macros/schedules.cfg:91 msgid "Second Watch" msgstr "Antroji sargyba" #. [topic]: id=time_of_day #: data/core/help.cfg:483 msgid "" "Keep in mind that some scenarios take place underground, where it is " "perpetually night!\n" msgstr "" "Turėkite omeny, kad kai kurie scenarijai vyksta požemyje, kur nuolat yra " "naktis!\n" #. [topic]: id=time_of_day #: data/core/help.cfg:485 msgid "" "Some underground locations are illuminated. They are perpetually " "intermediate between day and night.\n" msgstr "" "Kai kurios požeminės vietovės yra apšviestos. Jos visada yra tarpinės tarp " "dienos ir nakties.\n" #. [topic]: id=time_of_day #: data/core/help.cfg:487 msgid "" "Some role-playing scenarios take place indoors — these regions are similarly " "intermediate.\n" msgstr "" "Kai kurie vaidmenų žaidimo scenarijai vyksta patalpose – šios vietovės taip " "pat tarpinės.\n" #. [topic]: id=time_of_day #: data/core/help.cfg:489 msgid "" "Finally, units with the dst='ability_illuminationilluminates' " "text='illuminates' ability and terrain features such as " "dst='terrain_lava' text='lava' change the time of day bonus " "around them." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:496 msgid "Healing" msgstr "Gydymas" #. [topic]: id=healing #: data/core/help.cfg:497 msgid "" "\n" "\n" "• text='Resting': A unit which neither moves, attacks, nor is " "attacked will heal 2 HP in its next turn." msgstr "" "\n" "\n" "• text='Poilsis': karys, kuris nejuda, nepuola ir nėra " "puolamas, kitą ėjimą pagis 2 GT." #. [topic]: id=healing #: data/core/help.cfg:497 msgid "" "In combat, your units will inevitably take damage. There are several ways to " "heal your units. However, with the exception of resting, these do not stack; " "only one can occur per turn." msgstr "" #. [topic]: id=healing #: data/core/help.cfg:499 msgid "" "\n" "• text='Villages': A unit which starts a turn in a village or " "dst='terrain_oasis' text='oasis' will heal 8HP. If the unit is " "poisoned, the poison will be cured instead." msgstr "" "\n" "text='Kaimai': karys, pradedantis ėjimą kaime arba " "dst='terrain_oasis' text='oazėje', pagis 8 GT. Jei karys " "apnuodytas, vietoj to nuodai bus pašalinti." #. [topic]: id=healing #: data/core/help.cfg:500 msgid "" "\n" "• dst='ability_regeneratesregenerates' text='Regeneration': " "Certain units (such as trolls) will automatically heal 8HP every turn. If " "the unit is poisoned, the poison will be cured instead." msgstr "" "\n" "dst='ability_regeneratesregenerates' text='Regeneruoja': Kai " "kurie kariai (pavyzdžiui, troliai) kiekvieną ėjimą savaime pasigydys 8 GT. " "Jei karys apnuodytas, vietoj to nuodai bus pašalinti." #. [topic]: id=healing #: data/core/help.cfg:501 msgid "" "\n" "• text='Healing units': Units with the " "dst='ability_healingheals +4' text='Heals' ability will heal each " "allied adjacent unit, usually dst='ability_healingheals +4' text='4HP' or dst='ability_healingheals +8' text='8HP' per turn, or " "prevent Poison from causing that unit damage." msgstr "" "\n" "• text='Gydantys kariai': kariai, turintys gebėjimą " "dst='ability_healingheals +4' text='Gydo', gydys kiekvieną greta " "esantį draugišką karį, paprastai dst='ability_healingheals +4' text='4 " "GT' arba dst='ability_healingheals +8' text='8 GT' per " "ėjimą, arba neutralizuoja nuodų poveikį kariui." #. [topic]: id=healing #: data/core/help.cfg:502 msgid "" "\n" "• text='Curing units': Units with the " "dst='ability_curingcures' text='cures' ability will cure Poison " "in all allied adjacent units (in preference to healing, if it has that " "ability as well)." msgstr "" "\n" "• text='Atnuodijantys kariai': kariai, turintys " "dst='ability_curingcures' text='atnuodijimo' galių, atnuodys " "greta esančius apnuodytus karius (vietoj gydymo, jei jis turi ir tą " "gebėjimą)." #. [topic]: id=healing #: data/core/help.cfg:503 msgid "" "\n" "• text='Advancement': When a unit dst='advancement' " "text='advances', it will heal fully. This can happen as soon as your " "unit gains enough experience, whether it is your turn or not." msgstr "" "\n" "• text='Tobulėjimas': karys dst='advancement' " "text='patobulėdamas' pilnai pagyja. Tai atsitinka tuoj pat, kai karys " "gauna pakankamai patirties, nesvarbu ar tai jūsų ėjimas ar ne." #. [topic]: id=healing #: data/core/help.cfg:504 msgid "" "\n" "\n" "Resting can be combined with other forms of healing, but villages, " "regeneration, healing and curing cannot combine with each other: the best " "option will be used. Finally, units heal fully between scenarios." msgstr "" "\n" "\n" "Poilsis gali būti derinamas su kitomis gydymo formomis, tačiau kaimai, " "regeneravimas ir gydymas negali būti naudojami tuo pačiu metu: bus " "naudojamas tik tuo metu geriausias variantas. Galiausiai, kariai pilnai " "pasveiksta pereidami iš vieno scenarijaus į kitą." #. [topic]: id=healing #: data/core/help.cfg:506 msgid "" "\n" "\n" "text='Advanced'" msgstr "" "\n" "\n" "text='Pažengusiems'" #. [topic]: id=healing #: data/core/help.cfg:508 msgid "" "\n" "\n" "Unlike other forms of healing, the heals ability will not take effect on the " "healed unit’s turn, but on the healer’s turn. This means that while a unit " "surrounded by several healers on the same side will only receive healing " "from one healer per turn, a unit surrounded by healers from several allied " "sides will be healed once on each of said allied sides’ turns." msgstr "" "\n" "\n" "Priešingai, nei kitos gydymo formos, gydymo gebėjimas veiks ne per gydomo " "kario ėjimą, bet per gydytojo ėjimą. Tai reiškia, kad karys apsuptas vienos " "pusės gydytojų bus gydomas vieno gydytojo per ėjimą, bet karys apsuptas " "kelių skirtingų sąjungininkų gydytojų bus pagydytas per kiekvieno iš " "sąjungininkų ėjimą." #. [topic]: id=wrap_up #: data/core/help.cfg:516 msgid "Wrap Up" msgstr "Reziumė" #. [topic]: id=wrap_up #: data/core/help.cfg:517 msgid "" "This concludes the fundamentals of Wesnoth. You might want to read up on " "basic strategy, or familiarize yourself with dst='..traits_section' " "text='traits' and dst='..abilities_section' text='abilities', but you now know everything you need to know to play the " "text='Heir to the Throne' campaign. Have fun, and good luck!" msgstr "" "Čia pasibaigia Vesnoto pagrindai. Jums būtų pravartu pasiskaityti apie " "taktiką ar susipažinti su dst='..traits_section' text='bruožais' " "ir dst='..abilities_section' text='gebėjimais', tačiau jūs žinote " "pakankamai, kad galėtumėte žaisti text='Sosto įpėdinio' " "kampaniją. Linkime smagaus žaidimo ir sėkmės!" #. [topic]: id=license #: data/core/help.cfg:522 msgid "License" msgstr "Licencija" #. [topic]: id=..traits_section #: data/core/help.cfg:533 msgid "" "\n" "\n" "Most units have two traits. However, goblins have only one trait, undead " "units are always assigned the single trait text='undead' " "and in some cases text='fearless', and woses do not receive " "any traits. " msgstr "" "\n" "\n" "Dauguma karių turi du bruožus. Tačiau goblinai turi tik vieną bruožą, " "nemirėlių kariams priskirtas vienintelis bruožas text='nemirėlis', ir kai kuriais atvejaistext='bebaimis', o " "miškiniai neturi jokių bruožų. " #. [topic]: id=..traits_section #: data/core/help.cfg:533 msgid "" "Traits are modifications that change a unit’s attributes slightly. They are " "usually randomly assigned to a unit when it is recruited. The traits " "available to a unit are largely determined by its text='race'." msgstr "" #. [topic]: id=..traits_section #: data/core/help.cfg:535 msgid "" "\n" "\n" "The traits that are available to most non‐undead units are " "dst='traits_intelligent' text='intelligent', " "dst='traits_quick' text='quick', dst='traits_resilient' " "text='resilient', and dst='traits_strong' text='strong'." msgstr "" "\n" "\n" "Bruožai galimi daugumai ne-nemirėlių karių yra dst='traits_intelligent' " "text='protingas', dst='traits_quick' text='greitas', " "dst='traits_resilient' text='gyvybingas' ir " "dst='traits_strong' text='stiprus'." #. [topic]: id=..traits_section #: data/core/help.cfg:537 msgid "" "\n" "\n" "Elves may also receive dst='traits_dextrous' text='dextrous', and " "dwarves may receive dst='traits_healthy' text='healthy'. Trolls " "and certain humans may receive dst='traits_fearless' text='fearless'. Other traits which may be assigned include dst='traits_loyal' " "text='loyal', dst='traits_feral' text='feral' and " "dst='traits_undead' text='undead'.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:547 msgid "" "\n" "\n" "Terrains come in two types: text='basic' and " "text='mixed'." msgstr "" "\n" "\n" "Yra dviejų tipų reljefai: text='baziniai' ir " "text='maišyti'." #. [topic]: id=..terrains_section #: data/core/help.cfg:547 msgid "" "Game maps feature a variety of terrains that affect both unit movement and a " "unit’s defensive capability in combat." msgstr "" "Žaidimo žemėlapiuose yra įvairių reljefų, kurie veikia ir karių judėjimą, ir " "karių gynybinius sugebėjimus mūšyje." #. [topic]: id=..terrains_section #: data/core/help.cfg:549 msgid "" "\n" "\n" "
text='Basic Terrain Types'
" msgstr "" "\n" "\n" "
text='Pagrindiniai reljefo tipai'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:551 msgid "" "\n" "\n" "Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. " "There are many more besides these — a list of the terrain types you have " "discovered can be found at the end of this page.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:555 msgid "" "\n" "\n" "Every unit has a defense rating and a movement cost for each of the basic " "terrain types, and these values are listed in the unit’s help page. Basic " "terrain types may have unique properties like illumination effects as well." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:557 msgid "" "\n" "\n" "
text='Mixed Terrain Types'
" msgstr "" "\n" "\n" "
text='Mišrūs reljefo tipai'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:559 msgid "" "\n" "\n" "Mixed terrain types share the properties of multiple basic terrain types — " "units generally receive the text='best defense' and " "text='worst movement' of the underlying basic types when " "they move onto a mixed type. For example, this is the case with " "text='forested hills', text='sand hills', " "and text='cave hills'.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:563 msgid "" "\n" "\n" "One notable exception is bridge terrains, such as text='bridges over " "shallow water', text='fords', and " "text='bridges over chasms'. Fords are easily passable to " "both merfolk and humans — all units moving on a ford enjoy the best defense " "and best movement out of flat and shallow water, rather than the worse " "movement of the two. Similarly, bridges over chasms are passable to " "nonfliers (unsurprisingly).\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:567 msgid "" "\n" "\n" "Land-based villages generally give the best defense and movement as well. " "These villages are mixed terrains, based on the village terrain type, " "together with hill, swamp, and cave, respectively.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:571 msgid "" "\n" "\n" "Finally, water villages are generally inhospitable to land units, and do not " "give defense or movement benefits associated with the village terrain type. " "Instead, they count only as water tiles.\n" "\n" msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:575 msgid "" "\n" "\n" "You can see what basic types a mixed terrain is comprised of by mousing over " "its hex and checking the terrain type icons displayed in the upper right " "(under the default theme)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:577 msgid "" "\n" "\n" "You can see what type of behavior the mixed terrain gives by mousing over " "its hex and viewing the text='terrain description' by " "either pressing the hotkey, or right clicking and selecting from the context " "menu." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:579 msgid "" "\n" "\n" "
text='Defense Caps'
" msgstr "" "\n" "\n" "
text='Gynybos lubos'
" #. [topic]: id=..terrains_section #: data/core/help.cfg:581 msgid "" "\n" "\n" "Some units have text='defense caps' for a particular basic " "terrain type. These units suffer a penalty on mixed terrains with that type " "— their defense cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:583 msgid "" "\n" "\n" "For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' " "has a defense rating of 30% on forests, and a defense cap for forests. Thus, " "on forested hills, he has a defense rating of 30% rather than 40%, because " "the mixed rating cannot exceed the cap." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:585 msgid "" "\n" "\n" "If a unit has a defense cap for some terrain, it is always the same as its " "defense rating on that terrain (it cannot be larger)." msgstr "" #. [topic]: id=..terrains_section #: data/core/help.cfg:587 msgid "" "\n" "\n" "
text='Basic Terrain Types'
\n" "\n" msgstr "" "\n" "\n" "
text='Pagrindiniai reljefų tipai'
\n" "\n" #. [topic]: id=..addons #: data/core/help.cfg:600 msgid "" "The degree of customization offered by the Wesnoth engine allows players to " "create their own game content, including new scenarios, campaigns, and much " "more beyond what is offered in the official content bundled with the game.\n" "\n" msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:610 msgid "Using Add-ons" msgstr "Priedų naudojimas" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "\n" "\n" "
text='Campaigns and Scenarios'
" msgstr "" "\n" "\n" "
text='Kampanijos ir scenarijai'
" #. [topic]: id=using_addons #: data/core/help.cfg:611 msgid "" "The game supports different types of add-on content, which are not all " "available in every gameplay mode." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:613 msgid "" "\n" "\n" "Single-player campaigns are collections of scenarios that fit together to " "tell a story. Both stand-alone scenarios—if intended to be played as such—" "and regular campaigns are available from the text='Campaigns' menu at the title screen." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:615 msgid "" "\n" "\n" "
text='Multiplayer Campaigns, Scenarios, and Map Packs'
" msgstr "" "\n" "\n" "
text='Daugelio žaidėjų kampanijos, scenarijai ir žemėlapių " "rinkiniai'
" #. [topic]: id=using_addons #: data/core/help.cfg:617 msgid "" "\n" "\n" "text='Multiplayer' games can be played in fully customized, " "scripted scenarios or even specially designed campaigns. There are also " "packs providing sets of individual multiplayer scenarios." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:619 msgid "" "\n" "\n" "
text='Multiplayer Eras and Factions'
" msgstr "" "\n" "\n" "
text='Daug žaidėjų žaidimo eros ir frakcijos'
" #. [topic]: id=using_addons #: data/core/help.cfg:621 msgid "" "\n" "\n" "For gameplay purposes, various races of creatures in the world cooperate " "with each other in factions. Factions are grouped in balanced sets with a " "common theme; for example, the main factions of Wesnoth can be found in the " "included Default Era.\n" "\n" "In text='Multiplayer' mode, you can choose an era when " "creating a new game, and players can pick from the available factions for " "that era when setting up their sides and teams." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:625 msgid "" "\n" "\n" "You can see what eras you have loaded in the text='eras' dst='.." "eras_section' of the help." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:627 msgid "" "\n" "\n" "
text='Modifications'
" msgstr "" "\n" "\n" "
text='Pakeitimai'
" #. [topic]: id=using_addons #: data/core/help.cfg:629 msgid "" "\n" "\n" "Modifications are optional scenario- and era-independent scripts that can " "alter the default ruleset in various ways. You can choose and configure " "modifications when creating a new game." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:631 msgid "" "\n" "\n" "
text='Cores'
" msgstr "" "\n" "\n" "
text='Branduoliai'
" #. [topic]: id=using_addons #: data/core/help.cfg:633 msgid "" "\n" "\n" "Cores enable total conversion of The Battle for Wesnoth. A core can replace " "all the content in Wesnoth: when a different core is loaded, the regular " "units, terrains and the like do not exist.\n" "\n" "Cores allow a significantly different game experience: for example, a World " "War II campaign, or even a different game altogether, as long as it can be " "represented as a hexagonal map with ’units’ in some way." msgstr "" #. [topic]: id=using_addons #: data/core/help.cfg:637 msgid "" "\n" "\n" "
text='Creator Resources'
" msgstr "" "\n" "\n" "
text='Kūrėjo resursai'
" #. [topic]: id=using_addons #: data/core/help.cfg:639 msgid "" "\n" "\n" "Content authors can use resource packs available on the add-ons server to " "enrich their own content with existing assets such as images, music, and " "code. These are not generally intended for direct use in-game; however, " "other playable add-ons may depend on them and suggest or require their " "installation during download." msgstr "" #. [topic]: id=installing_addons #: data/core/help.cfg:648 msgid "Installing Add-ons" msgstr "Priedų diegimas" #. [topic]: id=installing_addons #: data/core/help.cfg:649 msgid "" "User-made add-ons can be obtained and updated through the text='Add-" "ons' option in the main menu. After connecting to the add-ons " "server (by default text='add-ons.wesnoth.org'), you will be " "presented with a list of add-ons available on the server for downloading.\n" "\n" "The installation status for each add-on is shown below each entry. For add-" "ons that are text='upgradable' or text='outdated' on the server, their installed and published versions will be shown " "in the text='Version' column.\n" "\n" "To search for add-ons by keywords, type any relevant terms in any order in " "the search box, separated by spaces. You can also sort the add-on list by " "clicking the column headers. It is also possible to choose to only display " "add-ons of specific categories by clicking on the text='Type' " "dropdown.\n" "\n" "To install an add-on, select it from the list and click the text='+' icon, or simply double-click on the add-on’s title. If the window is " "too small to show them inline, the text='Add-on Details' button " "provides you with additional details about the add-on, such as its full " "description, installation status, and available translations." msgstr "" #. [topic]: id=removing_addons #: data/core/help.cfg:662 msgid "Removing Add-ons" msgstr "Priedų šalinimas" #. [topic]: id=removing_addons #: data/core/help.cfg:663 msgid "" "To remove add-ons, choose text='Remove Add-ons' in the add-ons " "server connection dialog. You will be presented with options to remove any " "number of add-ons you currently have installed.\n" "\n" "It is not possible to remove add-ons for which there is publishing " "information (text='.pbl' files) attached, in order to " "prevent its accidental loss. If necessary, you must manually delete the " "information files or the add-ons themselves using a file manager provided by " "your platform." msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:678 msgid "General Commands" msgstr "Bendros komandos" #. [topic]: id=general_commands #. [topic]: id=mp_commands #. [topic]: id=debug_commands #: data/core/help.cfg:679 data/core/help.cfg:724 data/core/help.cfg:762 msgid "" "These commands can either be issued via the command line by prefixing them " "with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press " "‘m’ first to open the chat line).\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:681 msgid "" "\n" "Similar to the ‘fps’ command, but also forces everything to redraw instead " "of only things that have changed.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:684 msgid "" "\n" "Clear chat messages.\n" "\n" msgstr "" "\n" "Išvalyti pokalbių žinutes.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:687 msgid "" "\n" "Switch debug mode on (does not work in multiplayer). See " "dst='debug_commands' text='debug mode commands'.\n" "Debug mode is turned off by quitting the game or :nodebug.\n" "\n" msgstr "" "\n" "Įjungti derinimo režimą (neveikia daugelio žaidėjų žaidime). Žiūrėkite " "dst='debug_commands' text='derinimo režimo komandos'.\n" "Derinimo režimas išjungiamas, kai jūs baigiate žaidimą arba surenkate :" "nodebug.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:691 msgid "" "\n" "Switch a side between human and AI control. The second parameter can be " "‘off’ to bring the side under human control, ‘on’ to watch the AI make its " "moves, or ‘full’ to make the AI’s turn behave similarly to another player‘s " "turn. If no second parameter is supplied, it toggles between ‘on’ and ‘off’. " "Defaults to toggling the currently active side if no parameters are " "supplied.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:694 msgid "" "\n" "Display the controller status of a side.\n" "\n" msgstr "" #. [topic]: id=general_commands #: data/core/help.cfg:697 #, fuzzy #| msgid "" #| "\n" #| "Toggle the display of the current frames per second.\n" #| "\n" msgid "" "\n" "Toggle the display of the current frames per second. Also writes these " "values to a file in the userdata directory.\n" "\n" msgstr "" "\n" "Perjungti kadrų per sekundę rodymą.\n" "\n" #. [topic]: id=general_commands #: data/core/help.cfg:700 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:703 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:706 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:709 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:712 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:715 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:723 msgid "Multiplayer Commands" msgstr "Daug žaidėjų žaidimo komandos" #. [topic]: id=mp_commands #: data/core/help.cfg:726 msgid "" "\n" "Ban a user in a multiplayer game by the IP address used by that username and " "kick him. Can be used on users not in the game but on the server. (Of course " "they won’t be kicked then.)\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:729 msgid "" "\n" "Change the controller for side (write here the number of the side) to " "username (write here the nickname of the player or observer). You can check " "what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the " "text='Status Table' (alt+s by default) to get there.). The host " "can change control of any side.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:732 msgid "" "\n" "Launch a dialog to assist the host in changing the human controllers of " "sides.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:735 msgid "" "\n" "Toggle the idle state for a side. The host may make a side idle after a " "network disconnection.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:738 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:741 #, 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:744 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:747 msgid "" "\n" "Toggle muting/silencing of all observers on/off.\n" "\n" msgstr "" #. [topic]: id=mp_commands #: data/core/help.cfg:750 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:753 #, 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:761 msgid "Debug Mode Commands" msgstr "Derinimo režimo komandos" #. [topic]: id=debug_commands #: data/core/help.cfg:764 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:767 msgid "" "\n" "Create a unit of the specified type on the selected hex.\n" "\n" msgstr "" "\n" "Sukuria nurodyto tipo karį nurodytame laukelyje.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:770 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:773 msgid "" "\n" "Adds the specified amount to the current side’s gold.\n" "\n" msgstr "" "\n" "Dabartinei pusei prideda nurodytą kiekį aukso.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:776 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:779 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:782 msgid "" "\n" "Show a gamestate variable.\n" "\n" msgstr "" "\n" "Rodyti žaidimo būsenos kintamąjį.\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:785 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:788 msgid "" "\n" "Modifies the specified property of the selected unit. Example: :unit " "hitpoints=100\n" "\n" msgstr "" "\n" "Pakeičia nurodytą pasirinkto kario ypatybę. Pavyzdžiui: :unit hitpoints=100\n" "\n" #. [topic]: id=debug_commands #: data/core/help.cfg:791 msgid "" "\n" "Makes the selected unit level up N times. Example: :unit advances=2" msgstr "" "\n" "Pažymėtą karį paaukština N kartų. Pavyzdžiui: :unit advances=2" #. [heals]: id=healing #: data/core/macros/abilities.cfg:11 msgid "" "Allows the unit to heal adjacent allied units at the beginning of our turn.\n" "\n" "A unit cared for by this healer may heal up to 4 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Leidžia kariui pagydyti gretimus draugiškus karius mūsų ėjimo pradžioje.\n" "\n" "Gydomasis karys gali pagyti ne daugiau, nei 4 GT per ėjimą, arba tą ėjimą " "išvengti nuodų poveikio.\n" "Šis gebėjimas negali išgydyti kario nuo nuodų – tik nutolinti jų poveikį." #. [heals]: id=healing #: data/core/macros/abilities.cfg:37 msgid "" "This unit combines herbal remedies with magic to heal units more quickly " "than is normally possible on the battlefield.\n" "\n" "A unit cared for by this healer may heal up to 8 HP per turn, or stop poison " "from taking effect for that turn.\n" "This ability will not cure an affected unit of poison, however, only delay " "its effect." msgstr "" "Šis karys apjungia vaistažoles su magija ir gydo karius greičiau, nei " "įprasta mūšio lauke.\n" "\n" "Gydomasis karys gali pagyti ne daugiau, nei 8 GT per ėjimą, arba tą ėjimą " "išvengti nuodų poveikio.\n" "Šis gebėjimas negali išgydyti kario nuo nuodų – tik nutolinti jų poveikį." #. [heals]: id=curing #: data/core/macros/abilities.cfg:62 msgid "female^cures" msgstr "atnuodija" #. [heals]: id=curing #: data/core/macros/abilities.cfg:63 msgid "" "A curer can cure a unit of poison, although that unit will receive no " "additional healing on the turn it is cured of the poison." msgstr "" "Atnuodytojas gali karį pagydyti nuo nuodų, tačiau tas karys nebegaus jokio " "papildomo gydymo tą ėjimą, kai jis buvo atnuodytas." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:95 msgid "female^regenerates" msgstr "regeneruoja" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:96 msgid "" "The unit will heal itself 8 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Karys gydysis 8 GT per ėjimą. Jei jis yra apnuodytas, tai vietoj gydymosi " "pasišalins nuodus." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:108 #, fuzzy #| msgid "regenerates" msgid "regenerates +4" msgstr "regeneruoja" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:109 #, fuzzy #| msgid "female^regenerates" msgid "female^regenerates +4" msgstr "regeneruoja" #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:110 #, fuzzy #| msgid "" #| "The unit will heal itself 8 HP per turn. If it is poisoned, it will " #| "remove the poison instead of healing." msgid "" "The unit will heal itself 4 HP per turn. If it is poisoned, it will remove " "the poison instead of healing." msgstr "" "Karys gydysis 8 GT per ėjimą. Jei jis yra apnuodytas, tai vietoj gydymosi " "pasišalins nuodus." #. [regenerate]: id=regenerates #: data/core/macros/abilities.cfg:111 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit heals itself each turn, though not as much as if stationed in a " "village." msgstr "" " šis karys regeneruoja, kas leidžia jam gydytis taip, lyg jis visada būtų " "apsistojęs kaime." #. [resistance]: id=steadfast #: data/core/macros/abilities.cfg:132 msgid "" "This unit’s resistances are doubled, up to a maximum of 50%, when defending. " "Vulnerabilities are not affected." msgstr "" "Šio kario atsparumai yra padvigubinami, iki didžiausių įmanomų 50%, kai " "ginamasi. Pažeidžiamumai nepaveikiami." #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:145 msgid "diversion" msgstr "" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:146 #, fuzzy #| msgid "female^leadership" msgid "female^diversion" msgstr "vadovavimas" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:147 msgid "" "If there is an enemy of the target on the opposite side of the target, this " "unit diverts the target’s attention and reduces its chance to hit by 20%." msgstr "" #. [chance_to_hit]: id=diversion #: data/core/macros/abilities.cfg:148 msgid "" "If there is an enemy of the target on the opposite side of the target while " "attacking it, this unit diverts the target’s attention and reduces its " "chance to hit." msgstr "" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:200 msgid "female^leadership" msgstr "vadovavimas" #. [leadership]: id=leadership #: data/core/macros/abilities.cfg:201 msgid "" "This unit can lead other troops in battle.\n" "\n" "All adjacent lower-level units from the same side deal 25% more damage for " "each difference in level." msgstr "" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:220 msgid "female^skirmisher" msgstr "peštukė" #. [skirmisher]: id=skirmisher #: data/core/macros/abilities.cfg:221 msgid "" "This unit is skilled in moving past enemies quickly, and ignores all enemy " "Zones of Control." msgstr "" "Šis karys gali greitai judėti tarp priešų ir nepaiso visų priešo " "kontroliuojamų zonų." #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:237 msgid "illuminates" msgstr "apšviečia" #. [illuminates]: id=illumination #: data/core/macros/abilities.cfg:239 msgid "" "This unit illuminates the surrounding area, making lawful units fight " "better, and chaotic units fight worse.\n" "\n" "Any units adjacent to this unit will fight as if it were dusk when it is " "night, and as if it were day when it is dusk." msgstr "" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:254 msgid "female^teleport" msgstr "teleportavimas" #. [teleport]: id=teleport #: data/core/macros/abilities.cfg:255 msgid "" "This unit may teleport between any two empty villages owned by its side " "using one of its moves." msgstr "" "Šis karys gali teleportuotis tarp bet kokių dviejų jo pusės kaimų, " "naudodamas vieną iš savo judėjimų." #. [hides]: id=ambush #: data/core/macros/abilities.cfg:286 msgid "female^ambush" msgstr "pasalūnė" #. [hides]: id=ambush #: data/core/macros/abilities.cfg:287 msgid "" "This unit can hide in forest, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in forest, except if they have " "units next to it. Any enemy unit that first discovers this unit immediately " "loses all its remaining movement." msgstr "" "Šis karys gali slėptis miške, ir likti neaptiktu savo priešų.\n" "\n" "Priešo kariai negali matyti šio kario, kol jis yra miške, išskyrus tik jei " "jie turi karių šalia jo. Bet kuris priešo karys, kuris pirmas aptinka šį " "karį iš karto praranda likusį judėjimą." #. [hides]: id=burrow #: data/core/macros/abilities.cfg:306 msgid "burrow" msgstr "" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:307 #, fuzzy #| msgid "female^slow" msgid "female^burrow" msgstr "lėta" #. [hides]: id=burrow #: data/core/macros/abilities.cfg:308 #, fuzzy #| msgid "" #| "This unit can hide in forest, and remain undetected by its enemies.\n" #| "\n" #| "Enemy units cannot see this unit while it is in forest, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in forest or sand if it is resting (has not moved for a " "turn), and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is resting in forest or sand, " "except if they have units next to it. Any enemy unit that first discovers " "this unit immediately loses all its remaining movement." msgstr "" "Šis karys gali slėptis miške, ir likti neaptiktu savo priešų.\n" "\n" "Priešo kariai negali matyti šio kario, kol jis yra miške, išskyrus tik jei " "jie turi karių šalia jo. Bet kuris priešo karys, kuris pirmas aptinka šį " "karį iš karto praranda likusį judėjimą." #. [hides]: id=nightstalk #: data/core/macros/abilities.cfg:330 msgid "" "The unit becomes invisible during night.\n" "\n" "Enemy units cannot see this unit at night, except if they have units next to " "it. Any enemy unit that first discovers this unit immediately loses all its " "remaining movement." msgstr "" "Naktimis karys pasidaro nematomas.\n" "\n" "Priešo kariai negali matyti šio kario naktimis, nebent jeigu jie turi karių " "prie šio kario. Bet kuris priešo karys, kuris pirmasis aptinka šį karį, iš " "karto praranda visą likusį savo judėjimą." #. [hides]: id=concealment #: data/core/macros/abilities.cfg:349 msgid "female^concealment" msgstr "slėpimasis" #. [hides]: id=concealment #: data/core/macros/abilities.cfg:350 #, fuzzy #| msgid "" #| "This unit can hide in villages (with the exception of water villages), " #| "and remain undetected by its enemies, except by those standing next to " #| "it.\n" #| "\n" #| "Enemy units cannot see this unit while it is in a village, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in villages, and remain undetected by its enemies, except " "by those standing next to it.\n" "\n" "Enemy units cannot see this unit while it is in a village, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Šis karys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti " "neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n" "\n" "Priešo kariai negali matyti šio kario, kol jis yra kaime, išskyrus tik jei " "jie turi karių šalia jo. Bet kuris priešo karys, kuris pirmasis aptinka šį " "karį, iš karto praranda visą likusį savo judėjimą." #. [hides]: id=submerge #: data/core/macros/abilities.cfg:368 msgid "submerge" msgstr "nardymas" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:369 msgid "female^submerge" msgstr "nardymas" #. [hides]: id=submerge #: data/core/macros/abilities.cfg:370 msgid "" "This unit can hide in deep water, and remain undetected by its enemies.\n" "\n" "Enemy units cannot see this unit while it is in deep water, except if they " "have units next to it. Any enemy unit that first discovers this unit " "immediately loses all its remaining movement." msgstr "" "Šis karys gali slėptis giliame vandenyje, ir likti neaptiktu savo priešų.\n" "\n" "Priešo kariai negali matyti šio kario, kol jis yra giliame vandenyje, " "išskyrus tik jei jie turi karių šalia jo. Bet kuris priešo karys, kuris " "pirmas aptinka šį karį iš karto praranda likusį judėjimą." #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:390 msgid "female^feeding" msgstr "maitinasi" #. [dummy]: id=feeding #: data/core/macros/abilities.cfg:391 msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a unit, " "except units that are immune to plague." msgstr "" "Šis karys 1 gyvybės tašku pasididina maksimalų gyvybės taškų skaičių, kai " "jis nužudo karį, išskyrus tuos, kurie yra atsparūs marui." #. [advancement]: id=amla_default #: data/core/macros/amla.cfg:10 msgid "Max HP bonus +3, Max XP +20%" msgstr "Didžiausias GT priedas +3, didžiausi PT +20%" #. [time]: id=midday #. [time]: id=midday_hour #: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344 msgid "Midday" msgstr "Vidurdienis" #. [time]: id=midnight #. [time]: id=midnight_hour #: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206 msgid "Midnight" msgstr "Vidurnaktis" #. [time]: id=second_watch_hour1 #: data/core/macros/schedules.cfg:218 msgid "Second Watch — First Hour" msgstr "Antroji sargyba — Pirmoji valanda" #. [time]: id=second_watch_hour2 #: data/core/macros/schedules.cfg:230 msgid "Second Watch — Second Hour" msgstr "Antroji sargyba — Antroji valanda" #. [time]: id=second_watch_hour3 #: data/core/macros/schedules.cfg:242 msgid "Second Watch — Third Hour" msgstr "Antroji sargyba — Trečioji valanda" #. [time]: id=second_watch_hour4 #: data/core/macros/schedules.cfg:254 msgid "Second Watch — Fourth Hour" msgstr "Antroji sargyba — Ketvirtoji valanda" #. [time]: id=second_watch_hour5 #: data/core/macros/schedules.cfg:266 msgid "Second Watch — Fifth Hour" msgstr "Antroji sargyba — Penktoji valanda" #. [time]: id=second_watch_hour6 #: data/core/macros/schedules.cfg:278 msgid "Second Watch — Sixth Hour" msgstr "Antroji sargyba — Šeštoji valanda" #. [time]: id=morning_hour1 #: data/core/macros/schedules.cfg:302 msgid "Morning — First Hour" msgstr "Rytas — Pirmoji valanda" #. [time]: id=morning_hour2 #: data/core/macros/schedules.cfg:314 msgid "Morning — Second Hour" msgstr "Rytas — Antroji valanda" #. [time]: id=morning_hour3 #: data/core/macros/schedules.cfg:326 msgid "Morning — Third Hour" msgstr "Rytas — Trečioji valanda" #. [time]: id=morning_hour4 #: data/core/macros/schedules.cfg:335 msgid "Morning — Fourth Hour" msgstr "Rytas — Ketvirtoji valanda" #. [time]: id=afternoon_hour1 #: data/core/macros/schedules.cfg:353 msgid "Afternoon — First Hour" msgstr "Popietė — Pirmoji valanda" #. [time]: id=afternoon_hour2 #: data/core/macros/schedules.cfg:362 msgid "Afternoon — Second Hour" msgstr "Popietė — Antroji valanda" #. [time]: id=afternoon_hour3 #: data/core/macros/schedules.cfg:371 msgid "Afternoon — Third Hour" msgstr "Popietė — Trečioji valanda" #. [time]: id=afternoon_hour4 #: data/core/macros/schedules.cfg:380 msgid "Afternoon — Fourth Hour" msgstr "Popietė — Ketvirtoji valanda" #. [time]: id=afternoon_hour5 #: data/core/macros/schedules.cfg:389 msgid "Afternoon — Fifth Hour" msgstr "Popietė — Penktoji valanda" #. [time]: id=afternoon_hour6 #: data/core/macros/schedules.cfg:400 msgid "Afternoon — Sixth Hour" msgstr "Popietė — Šeštoji valanda" #. [time]: id=first_watch_hour1 #: data/core/macros/schedules.cfg:423 msgid "First Watch — First Hour" msgstr "Pirmoji sargyba — Pirmoji valanda" #. [time]: id=first_watch_hour2 #: data/core/macros/schedules.cfg:435 msgid "First Watch — Second Hour" msgstr "Pirmoji sargyba — Antroji valanda" #. [time]: id=first_watch_hour3 #: data/core/macros/schedules.cfg:447 msgid "First Watch — Third Hour" msgstr "Pirmoji sargyba — Trečioji valanda" #. [time]: id=first_watch_hour4 #: data/core/macros/schedules.cfg:459 msgid "First Watch — Fourth Hour" msgstr "Pirmoji sargyba — Ketvirtoji valanda" #. [time]: id=dawn1 #: data/core/macros/schedules.cfg:514 msgid "First Dawn" msgstr "Pirmoji aušra" #. [time]: id=dawn2 #: data/core/macros/schedules.cfg:525 msgid "Second Dawn" msgstr "Antroji aušra" #. [time]: id=morning1 #: data/core/macros/schedules.cfg:536 msgid "First Morning" msgstr "Pirmasis rytas" #. [time]: id=morning2 #: data/core/macros/schedules.cfg:548 msgid "Second Morning" msgstr "Antrasis rytas" #. [time]: id=midday1 #: data/core/macros/schedules.cfg:560 msgid "First Midday" msgstr "Pirmasis vidurdienis" #. [time]: id=midday2 #: data/core/macros/schedules.cfg:572 msgid "Second Midday" msgstr "Antrasis vidurdienis" #. [time]: id=afternoon1 #: data/core/macros/schedules.cfg:584 msgid "First Afternoon" msgstr "Pirmoji popietė" #. [time]: id=afternoon2 #: data/core/macros/schedules.cfg:596 msgid "Second Afternoon" msgstr "Antroji popietė" #. [time]: id=dusk1 #: data/core/macros/schedules.cfg:608 msgid "First Dusk" msgstr "Pirmoji prieblanda" #. [time]: id=dusk2 #: data/core/macros/schedules.cfg:619 msgid "Second Dusk" msgstr "Antroji prieblanda" #. [time]: id=short_dark #: data/core/macros/schedules.cfg:630 msgid "The Short Dark" msgstr "Trumpoji tamsa" #. [time]: id=long_dark1 #: data/core/macros/schedules.cfg:642 msgid "The Long Dark (1)" msgstr "Ilgoji tamsa (1)" #. [time]: id=long_dark2 #: data/core/macros/schedules.cfg:654 msgid "The Long Dark (2)" msgstr "Ilgoji tamsa (2)" #. [time]: id=long_dark3 #: data/core/macros/schedules.cfg:666 msgid "The Long Dark (3)" msgstr "Ilgoji tamsa (3)" #. [time]: id=long_dark4 #: data/core/macros/schedules.cfg:680 msgid "The Long Dark (4)" msgstr "Ilgoji tamsa (4)" #: data/core/macros/special-notes.cfg:9 #, fuzzy #| msgid "" #| " Spirits have very unusual resistances to damage, and move quite slowly " #| "over open water." 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:12 #, fuzzy #| msgid "" #| " This unit’s arcane attack deals tremendous damage to magical creatures, " #| "and even some to mundane creatures." msgid "" "This unit’s arcane attack deals tremendous damage to magical creatures, and " "even some to mundane creatures." msgstr "" " šio kario paslaptinga ataka daro milžinišką žalą magiškoms būtybėms ir " "netgi kai kurioms paprastoms būtybėms." #: data/core/macros/special-notes.cfg:19 #, fuzzy #| msgid " This unit is capable of basic healing." msgid "This unit is capable of basic healing." msgstr " šis karys žino gydymo pagrindus." #: data/core/macros/special-notes.cfg:22 #, fuzzy #| msgid " This unit is capable of rapid healing." msgid "This unit is capable of rapid healing." msgstr " šis karys sugeba greitai gydyti." #: data/core/macros/special-notes.cfg:25 #, fuzzy #| msgid "" #| " This unit is capable of healing those around it, and curing them of " #| "poison." msgid "" "This unit is capable of healing those around it, and curing them of poison." msgstr " šis karys sugeba gydyti aplink jį esančius karius ir juos atnuodyti." #: data/core/macros/special-notes.cfg:28 #, fuzzy #| msgid "" #| " This unit is capable of neutralizing the effects of poison in units " #| "around it." msgid "" "This unit is capable of neutralizing the effects of poison in units around " "it." msgstr "" " šis karys sugeba neutralizuoti nuodų veikimą, aplink jį esančiuose kariuose." #: data/core/macros/special-notes.cfg:31 #, fuzzy #| msgid "" #| " This unit regenerates, which allows it to heal as though always " #| "stationed in a village." msgid "" "This unit regenerates, which allows it to heal as though always stationed in " "a village." msgstr "" " šis karys regeneruoja, kas leidžia jam gydytis taip, lyg jis visada būtų " "apsistojęs kaime." #: data/core/macros/special-notes.cfg:34 #, fuzzy #| msgid "" #| " The steadiness of this unit reduces damage from some attacks, but only " #| "while defending." msgid "" "The steadiness of this unit reduces damage from some attacks, but only while " "defending." msgstr "" " šio kario atsparumas mažina kai kurių atakų žalą, tačiau tik besiginant." #: data/core/macros/special-notes.cfg:37 #, fuzzy #| msgid "" #| " The leadership of this unit enables adjacent units of the same side to " #| "deal more damage in combat, though this only applies to units of lower " #| "level." 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 kario vadovavimas leidžia greta esantiems tos pačios pusės kariams " "padaryti daugiau žalos mūšyje, tačiau tai galioja tik žemesnio lygio kariams." #: data/core/macros/special-notes.cfg:40 msgid "" "This unit’s skill at skirmishing allows it to ignore enemies’ zones of " "control and thus move unhindered around them." msgstr "" #: data/core/macros/special-notes.cfg:43 #, fuzzy #| msgid " Illumination increases the lighting level in adjacent areas." msgid "Illumination increases the lighting level in adjacent areas." msgstr " apšvietimas padidina šviesos lygį gretimuose laukeliuose." #: data/core/macros/special-notes.cfg:46 #, fuzzy #| msgid "" #| " This unit can use one move to teleport between any two empty villages " #| "controlled by its side." msgid "" "This unit can use one move to teleport between any two empty villages " "controlled by its side." msgstr "" " šis karys gali per vieną ėjimą teleportuotis tarp bet kurių dviejų tuščių " "jo pusei priklausančių kaimų." #: data/core/macros/special-notes.cfg:49 msgid "" "In woodlands, this unit’s ambush skill renders it invisible to enemies " "unless it is immediately adjacent or has revealed itself by attacking." msgstr "" #: data/core/macros/special-notes.cfg:52 #, fuzzy #| msgid "" #| " This unit is able to hide at night, leaving no trace of its presence." msgid "This unit is able to hide at night, leaving no trace of its presence." msgstr " šis karys naktį gali pasislėpti, nepalikdamas jokio savo pėdsako." #: data/core/macros/special-notes.cfg:55 #, fuzzy #| msgid "" #| "This unit can hide in villages (with the exception of water villages), " #| "and remain undetected by its enemies, except by those standing next to " #| "it.\n" #| "\n" #| "Enemy units cannot see this unit while it is in a village, except if they " #| "have units next to it. Any enemy unit that first discovers this unit " #| "immediately loses all its remaining movement." msgid "" "This unit can hide in villages (with the exception of water villages), and " "remain undetected by its enemies, except by those standing next to it." msgstr "" "Šis karys gali slėptis kaimuose (išskyrus vandens kaimuose), ir likti " "neaptiktu savo priešų, išskyrus tų, kurie stovi greta jo.\n" "\n" "Priešo kariai negali matyti šio kario, kol jis yra kaime, išskyrus tik jei " "jie turi karių šalia jo. Bet kuris priešo karys, kuris pirmasis aptinka šį " "karį, iš karto praranda visą likusį savo judėjimą." #: data/core/macros/special-notes.cfg:58 #, fuzzy #| msgid "" #| " This unit can move unseen in deep water, requiring no air from the " #| "surface." msgid "" "This unit can move unseen in deep water, requiring no air from the surface." msgstr "" " šis karys gali nematomas judėti giliame vandenyje, nereikalaudamas oro iš " "paviršiaus." #: data/core/macros/special-notes.cfg:61 #, fuzzy #| msgid "" #| " This unit gains 1 hitpoint added to its maximum whenever it kills a " #| "living unit." msgid "" "This unit gains 1 hitpoint added to its maximum whenever it kills a living " "unit." msgstr "" " šis karys gauna 1 gyvybės tašką pridėtą prie jo maksimalaus, kai jis nužudo " "gyvą karį." #: data/core/macros/special-notes.cfg:64 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:67 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:70 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:73 msgid "" "Foes who lose their life to certain horrors of nature become nourishment for " "a rapidly growing larva, unless they are standing in a village." msgstr "" #: data/core/macros/special-notes.cfg:76 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to slow its enemies, halving their movement speed and " "attack damage until they end a turn." msgstr "" " šis karys sugeba sulėtinti savo priešus, dalydamas pusiau jų judėjimo " "greitį ir puolimo žalą, iki jų ėjimo pabaigos." #: data/core/macros/special-notes.cfg:79 #, fuzzy #| msgid "" #| " The ability to turn the living to stone makes this unit extremely " #| "dangerous." msgid "" "The ability to turn the living to stone makes this unit extremely dangerous." msgstr " gebėjimas paversti gyvąjį akmeniu daro šį karį ypač pavojingu." #: data/core/macros/special-notes.cfg:82 #, fuzzy #| msgid "" #| " This unit’s marksmanship gives it a high chance of hitting targeted " #| "enemies, but only on the attack." msgid "" "This unit’s marksmanship gives it a high chance of hitting targeted enemies, " "but only on the attack." msgstr "" " šio kario taiklumas suteikia gerus šansus pataikyti į priešus, tačiau tik " "puolant." #: data/core/macros/special-notes.cfg:85 #, fuzzy #| msgid "" #| " This unit has magical attacks, which always have a high chance of " #| "hitting an opponent." msgid "" "This unit has magical attacks, which always have a high chance of hitting an " "opponent." msgstr "" " šis karys turi magiškas atakas, kurios visada turi dideles galimybes " "pataikyti į priešininką." #: data/core/macros/special-notes.cfg:88 msgid "" "The swarming attacks of this unit become less deadly whenever its members " "are wounded." msgstr "" #: data/core/macros/special-notes.cfg:91 msgid "" "Using a charging attack doubles both damage dealt and received; this does " "not affect defensive retaliation." msgstr "" #: data/core/macros/special-notes.cfg:94 #, fuzzy #| msgid "" #| " During battle, this unit can drain life from victims to renew its own " #| "health." msgid "" "During battle, this unit can drain life from victims to renew its own health." msgstr "" " mūšio metu šis karys gali išsiurbti gyvybę iš savo aukų, kad atnaujintų " "savo jėgas." #: data/core/macros/special-notes.cfg:97 #, fuzzy #| msgid "" #| " The length of this unit’s weapon allows it to strike first in melee, " #| "even in defense." msgid "" "The length of this unit’s weapon allows it to strike first in melee, even in " "defense." msgstr "" " šio kario ginklo ilgis leidžia artimoje kovoje smogti pirmiau, netgi " "ginantis." #: data/core/macros/special-notes.cfg:100 #, fuzzy #| msgid "" #| " The victims of this unit’s poison will continually take damage until " #| "they can be cured in town or by a unit which cures." msgid "" "The victims of this unit’s poison will continually take damage until they " "can be cured in town or by a unit which cures." msgstr "" " šio kario nuodų aukos patirs žalą iki tol, kol būs pagydytos miesteliuose " "arba karių, kurie atnuodija." #: data/core/macros/special-notes.cfg:103 msgid "" "This unit has a defense cap on certain terrain types — it cannot achieve a " "higher defense rating on mixed terrains with such terrain types." msgstr "" #. User-visible string, but only shown in the help pages of UMC units that haven't yet been updated to the 1.16 special notes format. #. Don't use markup in this, because it's shown by both Pango (in the sidebar's tooltips) and the GUI1 help browser (for unit descriptions). #: data/core/macros/special-notes.cfg:122 msgid "" "Special Notes (1.14-style, please update to the new list format to avoid " "duplicates):" msgstr "" #. [trait]: id=loyal #: data/core/macros/traits.cfg:12 msgid "loyal" msgstr "ištikimas" #. [trait]: id=loyal #: data/core/macros/traits.cfg:13 msgid "female^loyal" msgstr "ištikima" #. [trait]: id=loyal #: data/core/macros/traits.cfg:14 msgid "Zero upkeep" msgstr "Nemokamas išlaikymas" #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 msgid "" "\n" "\n" "During campaigns, certain units may opt to join the player’s forces of their " "own volition. These units are marked with the loyal trait. Although they may " "require payment to be recalled, they never incur any upkeep costs. This can " "make them invaluable during a long campaign, when gold is in short supply. " "This trait is never given to recruited units, so it may be unwise to dismiss " "such units or to send them to a foolish death." msgstr "" "\n" "\n" "Užduoties vykdymo metu kai kurie kariai gali savanoriškai prisijungti prie " "žaidėjo pajėgų. Tokie kariai pažymimi ištikimumo bruožu. Nors tokių karių " "susigrąžinimas gali kainuoti, jų išlaikymas visuomet bus nemokamas. Ilgų " "užduočių atveju, kai aukso atsargos ribotos, tokie kariai tampa " "neįkainuojama parama. Ištikimumo bruožas niekada nepriskiriamas samdant " "karius ir būtų neprotinga tokį bruožą turinčius karius atleisti arba kvailai " "paaukoti." #. [trait]: id=loyal #: data/core/macros/traits.cfg:15 msgid "" "text='Loyal' units don’t incur upkeep. Most units incur an " "upkeep cost at the end of every turn, which is equal to their level. Loyal " "units do not incur this cost." msgstr "" "text='Ištikimi' kariai nereikalauja užmokesčio. Dauguma " "karių ėjimo pabaigoje paima užmokestį, tiek auksinių, koks yra jų lygis. " "Ištikimiems kariams šio užmokesčio nereikia." #. [trait]: id=undead #: data/core/macros/traits.cfg:56 msgid "female^undead" msgstr "nemirėlė" #. [trait]: id=undead #. [trait]: id=mechanical #. [trait]: id=elemental #: data/core/macros/traits.cfg:57 data/core/macros/traits.cfg:83 #: data/core/macros/traits.cfg:109 msgid "Immune to drain, poison, and plague" msgstr "Atsparus išsiurbimui, nuodams ir marui" #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "\n" "\n" "Undead units generally have undead as their only trait. Since undead units " "are the bodies of the dead, risen to fight again, poison has no effect upon " "them. This can make them invaluable in dealing with foes who use poison in " "conjunction with their attacks." msgstr "" "\n" "\n" "Nemirėliai kariai paprastai turi tik nemirėliškumo bruožą. Kadangi " "nemirėliai yra mirusiųjų kūnai, prisikėlę naujoms kovoms, nuodai jų " "neveikia. Tai tampa neįkainuojamu pranašumu prieš oponentus, savo atakoms " "naudojančius nuodus." #. [trait]: id=undead #: data/core/macros/traits.cfg:58 msgid "" "text='Undead' units are immune to poison, drain, and plague." msgstr "" "text='Nemirėlių' kariai yra atsparūs nuodams, išsiurbimui " "ir marui." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:81 msgid "mechanical" msgstr "mechaninis" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:82 msgid "female^mechanical" msgstr "mechaninė" #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "\n" "\n" "Mechanical units generally have mechanical as their only trait. Since " "mechanical units don’t really have life, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "Mechaniniai kariai paprastai turi vienintelį bruožą mechaninis. Kadangi " "mechaniniai kariai iš tikrųjų neturi gyvybės, išsiurbimas, nuodai ir maras " "jų neveikia." #. [trait]: id=mechanical #: data/core/macros/traits.cfg:84 msgid "" "text='Mechanical' units are immune to poison, drain, and " "plague." msgstr "" "text='Mechaniniai' kariai yra atsparūs nuodams, išsiurbimui " "ir marui." #. [trait]: id=elemental #: data/core/macros/traits.cfg:107 msgid "elemental" msgstr "stichiškas" #. [trait]: id=elemental #: data/core/macros/traits.cfg:108 msgid "female^elemental" msgstr "stichiška" #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "\n" "\n" "Elemental units generally have elemental as their only trait. Since " "elemental units are energy-based beings, drain, poison, and plague have no " "effect upon them." msgstr "" "\n" "\n" "Stichiški kariai paprastai turi vienintelį bruožą stichiškas. Kadangi " "stichiški kariai iš tikrųjų neturi gyvybės, išsiurbimas, nuodai ir maras jų " "neveikia." #. [trait]: id=elemental #: data/core/macros/traits.cfg:110 msgid "" "text='Elemental' units are immune to poison, drain, and " "plague." msgstr "" "text='Stichiški' kariai yra atsparūs nuodams, be to " "išsiurbimas ir maras jų neveikia." #. [trait]: id=strong #: data/core/macros/traits.cfg:132 msgid "strong" msgstr "stiprus" #. [trait]: id=strong #: data/core/macros/traits.cfg:133 msgid "female^strong" msgstr "stipri" #. [trait]: id=strong #: data/core/macros/traits.cfg:134 msgid "" "\n" "\n" "While useful for any close-combat unit, strong is most effective for units " "who have a high number of swings such as the elvish fighter. Strong units " "can be very useful when a tiny bit of extra damage is all that is needed to " "turn a damaging stroke into a killing blow." msgstr "" "\n" "\n" "Jėga yra naudinga visiems artimose kovose dalyvaujantiems kariams, bet " "efektingiausia kariams turintiems didelį kirčių skaičių, pavyzdžiui, elfų " "kovotojams. Stiprūs kariai gali būti labai naudingi, kai reikalinga truputį " "didesnė žala paversti žalojantį smūgį į mirtiną." #. [trait]: id=strong #: data/core/macros/traits.cfg:134 msgid "" "text='Strong' units do 1 more damage for every successful " "strike in melee combat, and have 1 additional hitpoint." msgstr "" "text='Stiprūs' kariai padaro 1 tašku daugiau žalos per " "kiekvieną pavykusį smūgį artimoje kovoje ir turi 1 papildomą gyvybės tašką." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:153 msgid "dextrous" msgstr "vikrus" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:154 msgid "female^dextrous" msgstr "vikri" #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 msgid "" "\n" "\n" "Dextrous is a trait possessed only by elves. The elven people are known for " "their uncanny grace, and their great facility with the bow. Some, however, " "are gifted with natural talent that exceeds their brethren. These elves " "inflict an additional point of damage with each arrow." msgstr "" "\n" "\n" "Vikrumas yra tik elfams būdinga savybė. Elfai garsėja savo nepaprastu " "grakštumu ir taiklumu šaudant iš lanko. Tačiau kai kurie iš jų apdovanoti " "išskirtiniu talentu lyginant su kitais tėvynainiais. Šių elfų strėlės atneša " "vienu tašku daugiau žalos." #. [trait]: id=dextrous #: data/core/macros/traits.cfg:155 msgid "" "text='Dextrous' units do 1 more damage for every successful " "strike in ranged combat." msgstr "" "text='Vikrūs' kariai padaro 1 tašku didesnę žalą po " "kiekvieno sėkmingo smūgio nuotoliniame mūšyje." #. [trait]: id=quick #: data/core/macros/traits.cfg:170 msgid "quick" msgstr "greitas" #. [trait]: id=quick #: data/core/macros/traits.cfg:171 msgid "female^quick" msgstr "greita" #. [trait]: id=quick #: data/core/macros/traits.cfg:172 msgid "" "\n" "\n" "Quick is the most noticeable trait, particularly in slower moving units such " "as trolls or heavy infantry. Units with the quick trait often have greatly " "increased mobility in rough terrain, which can be important to consider when " "deploying your forces. Also, quick units aren’t quite as tough as units " "without this trait and are subsequently less good at holding contested " "positions." msgstr "" "\n" "\n" "Greitis yra viena iš labiausiai pastebimų savybių, ypač lėtesniuose " "kariuose, pavyzdžiui, troliuose arba sunkiuosiuose pėstininkuose. Greiti " "kariai turi žymiai didesnį judrumą nelygiose reljefuose, į ką svarbu " "atkreipti dėmesį dėstant savo pajėgas. Taip pat žinotina, kad greiti kariai " "nėra tokie stiprūs, kaip neturintys didelio greičio ir žymiai prasčiau " "atlaiko ginčijamas pozicijas." #. [trait]: id=quick #: data/core/macros/traits.cfg:172 msgid "" "text='Quick' units have 1 extra movement point, but 5% less " "hitpoints than usual." msgstr "" "text='Greiti' kariai turi 1 papildomą judėjimo tašką, bet " "5% mažiau gyvybės taškų nei įprasta." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:190 msgid "intelligent" msgstr "protingas" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:191 msgid "female^intelligent" msgstr "protinga" #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "" "\n" "\n" "text='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 text='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" "text='Protingi' kariai yra labai naudingi kampanijos " "pradžioje, nes gali greitai pasiekti aukštą lygį. Vėliau protas nebėra toks " "svarbus, nes pasiekus text='virš aukščiausio lygio paaukštinimą' (VALP), tobulėjimas nebėra toks staigus. Jeigu turite daug " "aukščiausio lygio karių, galbūt norėsite susigrąžinti karius, turinčius " "norimų savybių." #. [trait]: id=intelligent #: data/core/macros/traits.cfg:192 msgid "Intelligent units require 20% less experience than usual to advance." msgstr "" "Protingiems kariams reikia 20% mažiau patirties nei įprasta, kad būtų " "paaukštinti." #. [trait]: id=resilient #: data/core/macros/traits.cfg:206 msgid "resilient" msgstr "gyvybingas" #. [trait]: id=resilient #: data/core/macros/traits.cfg:207 msgid "female^resilient" msgstr "gyvybinga" #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 msgid "" "\n" "\n" "Resilient units can be useful at all stages of a campaign, and this is a " "useful trait for all units. Resilient is often most helpful as a trait when " "it occurs in a unit that has some combination of low hitpoints, good " "defense, or high resistances. Resilient units are especially useful for " "holding strategic positions against opponents." msgstr "" "\n" "\n" "Gyvybingi kariai būna naudingi visose kampanijos stadijose ir tai yra " "visiems kariams naudingas bruožas. Gyvybingumas yra naudingiausias bruožas " "kariams, turintiems mažai gyvybės taškų, gerą gynybą arba didelį atsparumą. " "Gyvybingi kariai yra ypač naudingi strateginių pozicijų išlaikymui." #. [trait]: id=resilient #: data/core/macros/traits.cfg:208 msgid "" "text='Resilient' units have an additional 4 hitpoints, and " "gain 1 more per level." msgstr "" "text='Gyvybingi' kairia turi papildomus 4 gyvybės taškus, " "ir gauna 1 GT daugiau už kiekvieną lygį." #. [trait]: id=healthy #: data/core/macros/traits.cfg:227 msgid "healthy" msgstr "sveikas" #. [trait]: id=healthy #: data/core/macros/traits.cfg:228 msgid "female^healthy" msgstr "sveika" #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "\n" "\n" "text='Healthy' units have 1 additional hitpoint, and gain 1 " "more per level. They will also heal 2 hitpoints each turn, regardless of " "whether they engaged in combat the turn before." msgstr "" "\n" "\n" "text='Sveiki' kariai turi 1 papildomą gyvybės tašką, ir " "gauna dar po 1 už kiekvieną lygį. Jie taip pat kas ėjimą pagis 2 gyvybės " "taškais, nepriklausomai nuo to, ar jie kovėsi praeitą ėjimą." #. [trait]: id=healthy #: data/core/macros/traits.cfg:230 msgid "" "Renowned for their vitality, some dwarves are sturdier than others and can " "rest even when traveling." msgstr "" "Pagarsėję savo gyvybingumu, kai kurie dvarfai yra ištvermingesni negu kiti " "ir gali ilsėtis net keliaudami." #. [trait]: id=fearless #: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270 msgid "female^fearless" msgstr "bebaimė" #. [trait]: id=fearless #: data/core/macros/traits.cfg:254 data/core/macros/traits.cfg:271 msgid "Fights normally during unfavorable times of day/night" msgstr "Normaliai kaunasi nepalankiu dienos/nakties laiku" #. [trait]: id=fearless #: data/core/macros/traits.cfg:255 data/core/macros/traits.cfg:272 msgid "Aversion to light and dark holds no sway over these brave individuals." msgstr "Priklausymas šviesai ar tamsai neįtakoja šių drąsių individų." #. [trait]: id=feral #: data/core/macros/traits.cfg:285 msgid "feral" msgstr "laukinis" #. [trait]: id=feral #: data/core/macros/traits.cfg:286 msgid "female^feral" msgstr "laukinė" #. [trait]: id=feral #: data/core/macros/traits.cfg:287 msgid "Receives only 50% defense in land-based villages" msgstr "Gauna tik 50% gynybą sausumos kaimuose" #. [trait]: id=feral #: data/core/macros/traits.cfg:288 msgid "" "Dwellings of sentient beings are not easily used for cover by feral " "creatures of low intelligence. As a result, text='feral' " "units receive a maximum of 50% defense in any land-based village regardless " "of base terrain." msgstr "" "Protingų būtybių namai nėra pritaikyti žemo intelekto laukiniams padarams. " "Dėl to text='laukiniai' padarai turi ne daugiau, kaip 50% " "gynybą bet kuriame ant žemės esančiame kaime, nepriklausomai nuo bazinio " "reljefo." #. [trait]: id=weak #: data/core/macros/traits.cfg:304 msgid "weak" msgstr "silpnas" #. [trait]: id=weak #: data/core/macros/traits.cfg:305 msgid "female^weak" msgstr "silpna" #. [trait]: id=weak #: data/core/macros/traits.cfg:306 msgid "" "Units with the text='weak' trait receive a 1 point decrease " "in hitpoints and melee damage." msgstr "" "text='Silpni' kariai turi 1 mažiau gyvybės taškų ir " "artimoje kovoje daro 1 tašku mažesnę žalą." #. [trait]: id=slow #: data/core/macros/traits.cfg:323 msgid "slow" msgstr "lėtas" #. [trait]: id=slow #: data/core/macros/traits.cfg:324 msgid "female^slow" msgstr "lėta" #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "\n" "\n" "Thick-bodied and clumsy, slow individuals of goblins and other species take " "a movement penalty but are compensated for it with a slight increase in " "endurance." msgstr "" "\n" "\n" "Apkūnūs ir nerangūs, lėti goblinų ir kitų rūšių individai nepasižymi " "judrumu, tačiau tai kompensuoja truputį didesne ištverme." #. [trait]: id=slow #: data/core/macros/traits.cfg:325 msgid "" "text='Slow' units have 1 less movement point but 5% more " "hitpoints." msgstr "" "text='Lėti' kariai turi 1 judėjimo tašku mažiau, bet 5% " "daugiau gyvybės taškų." #. [trait]: id=dim #: data/core/macros/traits.cfg:343 msgid "dim" msgstr "bukas" #. [trait]: id=dim #: data/core/macros/traits.cfg:344 msgid "female^dim" msgstr "buka" #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "\n" "\n" "Dim is a trait all too common in goblins and other lesser species. There are " "reasons these species are lesser, and this is one of them." msgstr "" "\n" "\n" "Bukas yra gebėjimas būdingas goblinams ir kitoms žemesniosioms rūšims. Esama " "priežasčių, kodėl šios rūšys yra žemesniosios, ir bukumas yra viena iš jų." #. [trait]: id=dim #: data/core/macros/traits.cfg:345 msgid "" "Units with trait text='dim' suffer a 20% increase in " "experience required to advance." msgstr "" "Kariams su bruožu text='bukas' reikia 20% daugiau patirties " "tam, kad patobulėtų." #. [trait]: id=aged #: data/core/macros/traits.cfg:359 msgid "aged" msgstr "pagyvenęs" #. [trait]: id=aged #: data/core/macros/traits.cfg:360 msgid "female^aged" msgstr "pagyvęnusi" #. [trait]: id=aged #: data/core/macros/traits.cfg:361 msgid "" "Units with the text='aged' trait have 8 hitpoints less and " "suffer from a 1 point decrease in movement and melee damage." msgstr "" "Kariai su bruožu text='pagyvenęs' turi 8 gyvybės taškais " "mažiau, turi vienu judėjimo ir artimoje kovoje daromos žalos tašku mažiau." #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:9 msgid "berserk" msgstr "berserkas" #. [berserk]: id=berserk #: data/core/macros/weapon_specials.cfg:10 msgid "" "Whether used offensively or defensively, this attack presses the engagement " "until one of the combatants is slain, or 30 rounds of attacks have occurred." msgstr "" "Ar naudojama puolant, ar ginantis, ši ataka išlaiko priešininką kovoje iki " "pat vieno iš besikaunančiųjų mirties, arba trisdešimt atakos raundų." #. [damage]: id=backstab #: data/core/macros/weapon_specials.cfg:22 msgid "" "When used offensively, this attack deals double damage if there is an enemy " "of the target on the opposite side of the target, and that unit is not " "incapacitated (turned to stone or otherwise paralyzed)." msgstr "" #. [plague]: id=plague({TYPE}), type={TYPE} #: data/core/macros/weapon_specials.cfg:42 msgid "" "When a unit is killed by a Plague attack, that unit is replaced with a unit " "on the same side as the unit with the Plague attack. This doesn’t work on " "Undead or units in villages." msgstr "" "Kai karys nužudomas maro ataka, tas karys pakeičiamas kariu toje pačioje " "pusėje kaip ir karys su maro ataka. Tai neveikia su nemirėliais arba kaime " "esančiais kariais." #. [slow]: id=slow #: data/core/macros/weapon_specials.cfg:65 msgid "" "This attack slows the target until it ends a turn. Slow halves the damage " "caused by attacks and the movement cost for a slowed unit is doubled. A unit " "that is slowed will feature a snail icon in its sidebar information when it " "is selected." msgstr "" "Ši ataka sulėtina taikinį iki jo ėjimo pabaigos. Sulėtinimas perpus sumažina " "atakų daromą žalą ir sulėtinto kario judėjimo kaina yra padvigubinta. Karys, " "kuris yra sulėtintas, turi sraigės ženkliuką savo šoninės juostos " "informacijoje, kai jis yra pažymėtas." #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:75 msgid "petrifies" msgstr "paverčia akmeniu" #. [petrifies]: id=petrifies #: data/core/macros/weapon_specials.cfg:76 msgid "" "This attack petrifies the target, turning it to stone. Units that have been " "petrified may not move or attack." msgstr "" "Ši ataka taikinį paverčia akmeniu. Kariai, kurie buvo paversti akmeniu, " "negali judėti ar pulti." #. [chance_to_hit]: id=marksman #: data/core/macros/weapon_specials.cfg:87 msgid "" "When used offensively, this attack always has at least a 60% chance to hit." msgstr "" "Kai naudojama puolant, ši ataka visada turi bent 60% tikimybę pataikyti." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:100 msgid "deflect" msgstr "" #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:101 #, fuzzy #| msgid "" #| "When used offensively, this attack always has at least a 60% chance to " #| "hit." msgid "" "When used defensively, this attack reduces the opponent’s chance to hit by " "10%." msgstr "" "Kai naudojama puolant, ši ataka visada turi bent 60% tikimybę pataikyti." #. [chance_to_hit]: id=deflect #: data/core/macros/weapon_specials.cfg:102 msgid "" "This unit’s defensive techniques reduce the chance of a successful enemy " "attack." msgstr "" #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:115 msgid "magical" msgstr "magiška" #. [chance_to_hit]: id=magical #: data/core/macros/weapon_specials.cfg:116 msgid "" "This attack always has a 70% chance to hit regardless of the defensive " "ability of the unit being attacked." msgstr "" "Ši ataka visada turi 70% tikimybę pataikyti, nepriklausomai nuo puolamo " "kario gynybinių gebėjimų." #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:128 #, fuzzy msgid "swarm" msgstr "pulkas" #. [swarm]: id=swarm #: data/core/macros/weapon_specials.cfg:129 msgid "" "The number of strikes of this attack decreases when the unit is wounded. The " "number of strikes is proportional to the percentage of its of maximum HP the " "unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the " "number of strikes." msgstr "" #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:139 #, fuzzy msgid "charge" msgstr "įkrova" #. [damage]: id=charge #: data/core/macros/weapon_specials.cfg:140 msgid "" "When used offensively, this attack deals double damage to the target. It " "also causes this unit to take double damage from the target’s counterattack." msgstr "" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:153 msgid "absorb" msgstr "" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:154 msgid "" "This attack puts the unit in good defensive position, and it absorbs some of " "the damage dealt by an enemy strike." msgstr "" #. [damage]: id=absorb #: data/core/macros/weapon_specials.cfg:155 msgid "" "This unit can block enemy strikes, so that it takes reduced damage when hit." msgstr "" #. [drains]: id=drains #: data/core/macros/weapon_specials.cfg:167 msgid "" "This unit drains health from living units, healing itself for half the " "amount of damage it deals (rounded down)." msgstr "" "Šis karys išsiurbia jėgas iš gyvų karių, pasigydydamas pusė padarytos žalos " "kiekio (suapvalintos žemyn)." #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:177 msgid "first strike" msgstr "pirmas smūgis" #. [firststrike]: id=firststrike #: data/core/macros/weapon_specials.cfg:178 msgid "" "This unit always strikes first with this attack, even if they are defending." msgstr "Su šia ataka karys visuomet turės pirmenybę atakuoti, net kai ginasi." #. [poison]: id=poison #: data/core/macros/weapon_specials.cfg:189 msgid "" "This attack poisons living targets. Poisoned units lose 8 HP every turn " "until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill " "a unit." msgstr "" "Ši ataka apnuodija gyvuosius taikinius. Apnuodyti kariai kiekvieno ėjimo " "metu iki atnuodijimo netenka 8 GT arba jų GT sumažėja iki 1. Patys nuodai " "kario nenužudo." #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:199 msgid "stun" msgstr "" #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:200 msgid "" "This attack hits so hard that the opponent is dazed and can no longer " "enforce a zone of control. The effect wears off on the opponent’s next turn." msgstr "" #. [stun]: id=stun #: data/core/macros/weapon_specials.cfg:201 #, fuzzy #| msgid "" #| " This unit is able to slow its enemies, halving their movement speed and " #| "attack damage until they end a turn." msgid "" "This unit is able to stun its enemies, disrupting their zones of control." msgstr "" " šis karys sugeba sulėtinti savo priešus, dalydamas pusiau jų judėjimo " "greitį ir puolimo žalą, iki jų ėjimo pabaigos." #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:208 msgid "arcane" msgstr "" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:209 msgid "" "This attack combines the arcane type with the type of weapon used so that " "resistance to the arcane type does not penalize the user." msgstr "" #. [damage_type]: id=arcane_damage #: data/core/macros/weapon_specials.cfg:210 msgid "" "This unit can use the arcane type when the opponent is particularly " "sensitive to it in relation to the weapon on which it is applied." msgstr "" #: data/core/units.cfg:4 msgid "" "Despite orcs’ reliance on raw strength, few of their children are destined " "to grow to possess any. Goblins are, despite their appearance, born as " "siblings to the orcs and members of the same race. While other races usually " "bear children singly or in pairs, orcs will have large litters of children " "all at once, causing their populations to explode. Within any litter, there " "will be only one or two who grow to the strength of a “true orc”, a few who " "are born slightly smaller and weaker, and the rest, often a full half of any " "litter, are much weaker and destined to be goblins. Almost as newborns the " "class system of orcish society is visible, with the weak put in their place " "by their stronger siblings. The stronger ones will routinely grab most of " "the food and thus grow stronger still, while their weaker siblings do not." msgstr "" #. [race]: id=bats #: data/core/units.cfg:39 msgid "race^Bat" msgstr "Šikšnosparnis" #. [race]: id=bats #: data/core/units.cfg:40 msgid "race+female^Bat" msgstr "Šikšnosparnė" #. [race]: id=bats #: data/core/units.cfg:41 msgid "race^Bats" msgstr "Šikšnosparniai" #. [race]: id=bats #: data/core/units.cfg:42 msgid "" "Bats come in many shapes and sizes, and most are fairly harmless, feeding on " "insects and other small animals. The larger and more vicious breeds are " "known to pose a threat to humans and other races as well as their livestock, " "especially when encountered in groups. Typically nocturnal, they are often " "kept (and occasionally tamed) by those who share their love of the night." msgstr "" "Šikšnosparniai būna įvairių dydžių ir formų, dauguma jų yra nepavojingi, " "besimaitinantys vabzdžiais ir smulkiais gyvūnais. Didesnės ir piktesnės " "veislės kelia pavojų žmonėms ir kitiems padarams, taip pat ir galvijams, " "ypač kai šikšnosparnių daug. Šiuos naktinius gyvūnus dažniausiai laiko (ir " "kartais prijaukina) tie, kurie prijaučia naktiniam gyvenimui." #. [race]: id=drake #: data/core/units.cfg:51 msgid "race^Drake" msgstr "Slibinas" #. [race]: id=drake #: data/core/units.cfg:52 msgid "race+female^Drake" msgstr "Slibinė" #. [race]: id=drake #: data/core/units.cfg:53 msgid "race^Drakes" msgstr "Slibinai" #. [race]: id=drake #: data/core/units.cfg:54 #, fuzzy #| msgid "" #| "Drakes are large, winged and fire-breathing creatures, reminiscent of " #| "true dragons. On average, an adult drake stands around three meters tall " #| "and easily weighs more than a man and a horse combined. Their skin is " #| "made up of hard scales, resistant to most physical strikes except " #| "piercing and cold damage. Most drakes are capable of true flight and can " #| "travel long distances quickly. However, their sheer weight and bulk " #| "limits their flight ability somewhat, making them ungainly in the air. " #| "Where possible, they make use of terrain features such as hills, " #| "mountains and trees as launch points in order to gain greater height and " #| "speed. Fortunately for their enemies, they are still quite clumsy " #| "creatures and surprisingly slow in combat. This, combined with their " #| "large size, renders them easy targets for those who dare attack them.\n" #| "\n" #| "Drakes are inherently magical creatures, with a mysterious internal fire " #| "fueling their very lives. This can easily be witnessed when one of their " #| "kind perishes in combat; its internal fire is released, burning their " #| "remains in to ashes. Their internal fire is also their greatest weakness; " #| "it makes them extremely vulnerable to cold attacks. Despite their magical " #| "nature, drakes are incapable of channeling magic in a controlled manner. " #| "While the magic imbued within a drake’s body enables it to spit fire and " #| "gives it life, they have no willful control over the functions of this " #| "magic.\n" #| "\n" #| "
text='Society'
\n" #| "Drakes are a relatively warlike race and their societies can be best " #| "described as cultured martial societies. The core of a drake tribe is a " #| "small group of veteran warriors headed by a mutually respected — or " #| "simply feared — dominant who rules the society with an iron fist. Every " #| "drake is expected to earn their place in the strict hierarchy, to obey " #| "their superiors and command their inferiors. Entry to the ruling elite is " #| "only possible through challenging and defeating a superior in single " #| "combat, which is the way the hierarchy within the elite itself is " #| "established. The use of deception of any kind towards any fellow drake " #| "is, without exception, seen as cowardly and unacceptable.\n" #| "\n" #| "While their warlike nature and sense of territory drives them to defend " #| "their territories savagely, drakes rarely invade or trespass on areas " #| "already occupied by the other major races. Instead, they settle in " #| "unpopulated areas to establish their own territory there. They primarily " #| "feed on large game they hunt in the lowlands around their homes, but " #| "hatchlings and lower caste drakes are known to feed also on certain kinds " #| "of moss and fungi they cultivate deep in their caverns. Drakes value " #| "armor- and weapon-smithing, but neither know nor need other science and " #| "culture besides this. Nonetheless, the few implements they do fashion are " #| "almost unrivaled in quality, only matched by those produced in the finest " #| "Dwarvish foundries.\n" #| "\n" #| "Drakes hatch from eggs and usually live naturally between 20 to 30 years. " #| "Death in battle is the most preferred way for a drake to leave this " #| "world. Unlike the elder members of other races, drakes naturally grow " #| "more aggressive and reckless towards the ends of their natural lives, " #| "perhaps to help ensure their place in the heroic legends of their kind.\n" #| "\n" #| "
text='Geography'
\n" #| "Drakes originated from an archipelago of volcanic islands called " #| "dst='morogor' text='Morogor' in the dst='great_ocean' " #| "text='Great Ocean'. A combination of population pressure and the " #| "subsidence of many of their home islands has caused colonies of drakes to " #| "spread to the dst='great_continent' text='Great Continent'. " #| "Drakes tend to make their homes in mountain caverns near volcanoes to " #| "protect their eggs, hatchings and forges. While drakes naturally prefer " #| "warmth, their internal fire is more than capable of sustaining them even " #| "in a relatively cold climate, a feature which has allowed them to " #| "populate even some of the mountains of the far north of the Great " #| "Continent." msgid "" "Drakes are large, winged and fire-breathing creatures, reminiscent of true " "dragons. On average, an adult drake stands around three meters tall and " "easily weighs more than a man and a horse combined. Their skin is made up of " "hard scales, resistant to most physical strikes except piercing and cold " "damage. Most drakes are capable of true flight and can travel long distances " "quickly. However, their sheer weight and bulk limits their flight ability " "somewhat, making them ungainly in the air. Where possible, they make use of " "terrain features such as hills, mountains and trees as launch points in " "order to gain greater height and speed. Fortunately for their enemies, their " "large size renders them easy targets for those who dare attack them.\n" "\n" "Drakes are inherently magical creatures, with a mysterious internal fire " "fueling their very lives. This can easily be witnessed when one of their " "kind perishes in combat; its internal fire is released, burning their " "remains into ashes. Their internal fire is also their greatest weakness; it " "makes them extremely vulnerable to cold attacks. Despite their magical " "nature, drakes are incapable of channeling magic in a controlled manner. " "While the magic imbued within a drake’s body enables it to spit fire and " "gives it life, they have no willful control over the functions of this " "magic.\n" "\n" "
text='Society'
\n" "Drakes are a relatively warlike race and their societies can be best " "described as cultured martial societies. The core of a drake tribe is a " "small group of veteran warriors headed by a mutually respected — or simply " "feared — dominant who rules the society with an iron fist. Every drake is " "expected to earn their place in the strict hierarchy, to obey their " "superiors and command their inferiors. Entry to the ruling elite is only " "possible through challenging and defeating a superior in single combat, " "which is the way the hierarchy within the elite itself is established. The " "use of deception of any kind towards any fellow drake is, without exception, " "seen as cowardly and unacceptable.\n" "\n" "While their warlike nature and sense of territory drives them to defend " "their territories savagely, drakes rarely invade or trespass on areas " "already occupied by the other major races. Instead, they settle in " "unpopulated areas to establish their own territory there. They primarily " "feed on large game they hunt in the lowlands around their homes, but " "hatchlings and lower caste drakes are known to feed also on certain kinds of " "moss and fungi they cultivate deep in their caverns. Drakes value armor- and " "weapon-smithing, but neither know nor need other science and culture besides " "this. Nonetheless, the few implements they do fashion are almost unrivaled " "in quality, only matched by those produced in the finest Dwarvish " "foundries.\n" "\n" "Drakes hatch from eggs and may live naturally for several decades, although " "some have been known to survive for longer. However, death in battle is the " "most preferred way for a drake to leave this world. As such, most drakes do " "not live to see the end of their natural lifespan.\n" "\n" "
text='Geography'
\n" "Drakes originated from an archipelago of volcanic islands called " "dst='morogor' text='Morogor' in the dst='great_ocean' " "text='Great Ocean'. A combination of population pressure and the " "subsidence of many of their home islands has caused colonies of drakes to " "spread to the dst='great_continent' text='Great Continent'. " "Drakes tend to make their homes in mountain caverns near volcanoes to " "protect their eggs, hatchings and forges. While drakes naturally prefer " "warmth, their internal fire is more than capable of sustaining them even in " "a relatively cold climate, a feature which has allowed them to populate even " "some of the mountains of the far north of the Great Continent." msgstr "" "Slibinai yra dideli sparnuoti ir spjaudantys ugnimi sutvėrimai, panašūs į " "tikrus drakonus. Suaugęs slibinas yra vidutiniškai apie 3 metrų aukščio ir " "sveria daugiau nei raitelis kartu su arkliu. Jų oda sudaryta iš kietų žvynų, " "atsparių fiziniam poveikiui, išskyrus, dūriams ir šalčiui. Dauguma slibinų " "gali skristi ir pajėgūs greitai nukeliauti didelius atstumus. Tačiau jų " "dydis ir svoris dėl jų nerangumo riboja skraidymo galimybes. Ten, kur " "įmanoma, kalvas, kalnus ir medžius naudoja kaip pakilimo takus tam, kad " "įgautų didesnį greitį ir aukštį. Varžovų laimei, jie yra labai nerangūs " "padarai ir mūšio metu būna stulbinančiai lėti. Be to, dar turint omeny jų " "dydį, drįstantiems juos užpulti, slibinai yra lengvi taikiniai.\n" "\n" "Slibinai yra iš prigimties stebuklingi padarai su paslaptinga vidine ugnimi, " "kuri palaiko jų pačių gyvybes. Tai akivaizdžiai galima pamatyti, kai vienas " "iš jų žūsta mūšyje, vidinė ugnis išsilaisvina iš kūno, pilnai sudegindama " "palaikus. Jų vidinė ugnis yra ir jų pagrindinė silpnybė, daranti slibinus " "ypač pažeidžiamus šalčio atakoms. Nežiūrint į savo stebuklingą būvį, " "slibinai negali kontroliuoti savo magiškų galių. Nors slibino kūnas " "stebuklingai paruošia spjaudomąją ugnį, jie negali sąmoningai kontroliuoti " "šių burtų veikimo.\n" "\n" "
text='Visuomenė'
\n" "Slibinai yra gana karinga rūšis ir jų visuomenė gali būti apibūdinama kaip " "kovos menų visuomenė. Genties stuburą sudaro nedidelė senbuvių karių grupė, " "lydima bendru sutarimu gerbiamo arba tiesiog labiausiai bijomo " "dst='dominant' text='vado', kuris visuomenei vadovauja su " "geležiniu kumščiu. Kiekvienas slibinas turi užsitarnauti savo vietą bandoje " "pagal griežtus hierarchijos principus, klausyti vyresniųjų ir vadovauti " "jaunesniesiems. Į valdančiųjų ratą galima patekti tiktai dvikovoje nukovus " "vyresnį, tokiu pačiu principu hierarchija sudaroma ir valdančiųjų rate. Bet " "kokios apgavystės tarp slibinų yra, be išimčių, visiškai nepriimtinos.\n" "\n" "Nors jų karingumas ir savų teritorijų suvokimas verčia juos tas teritorijas " "įnirtingai ginti, slibinai retai įsiveržia į kitų rasių užimtas teritorijas. " "Veikiau jie įsikuria neapgyvendintose vietovėse. Jie daugiausia maitinasi " "didesniais gyvūnais, kuriuos sumedžioja apie namus esančiose žemumose, bet " "jaunikliai ir žemesnio rango slibinai taip pat maitinasi tam tikrom samanom " "ir grybais, kuriuos augina giliai savo urvuose. Slibinai vertina šarvų bei " "ginklų gamybą, bet neišmano kitų mokslo ir kultūros sričių. Nepaisant to, " "tie keli gaminiai, kuriuos jie pagamina, yra beveik neprilygstami savo " "kokybe ir tik geriausių dvarfų liejyklų gaminiai jiems prilygsta.\n" "\n" "Slibinai išsirita iš kiaušinių ir gyvena nuo 20 iki 30 metų. Žūti mūšyje yra " "priimtiniausia mirties forma. Skirtingai negu kitų rūšių vyresnieji, " "slibinai į gyvenimo galą darosi agresyvesni ir narsesni, galbūt norėdami " "užtikrinti savo vietą slibinų legendose apie didvyrius.\n" "\n" "
text='Geografija'
\n" "Slibinai kilę iš dst='morogor' text='Morogoro' vulkaninių salų, " "esančių dst='great_ocean' text='Didžiajame vandenyne', grandinės. " "Didelė populiacija ir salų mažėjimas privertė juos plėstis į " "dst='great_continent' text='Didįjį žemyną'. Slibinai linkę " "įsikurti kalnų urvuose netoli ugnikalnių tam, kad apsaugotų savo kiaušinius, " "jauniklius ir dirbtuves. Slibinai mėgsta šiltesnį klimatą, tačiau dėl savo " "vidinės ugnies jie gali pakelti šaltį ir tai leidžia jiems plėstis net į " "Didžiojo žemyno tolimoje šiaurėje esančius kalnus." #. [race]: id=dwarf #: data/core/units.cfg:87 msgid "race^Dwarf" msgstr "Dvarfas" #. [race]: id=dwarf #: data/core/units.cfg:88 msgid "race+female^Dwarf" msgstr "Dvarfė" #. [race]: id=dwarf #: data/core/units.cfg:89 msgid "race^Dwarves" msgstr "Dvarfai" #. [race]: id=dwarf #: data/core/units.cfg:90 msgid "" "The dwarves are a race famed for their miners, blacksmiths, merchants and " "warriors. Considered as the third oldest race on the great continent after " "the elves and trolls, their early history is shrouded in mystery. Legends " "tell of a time long forgotten when their people began emerging from their " "underground world through caves. Nothing is known about their life prior to " "their arrival, or their reasons for entering the surface world, but they " "have been an integral part of the history of the continent since. Soon after " "their emergence from the underground, the dwarves entered into conflict with " "the original inhabitants of the land, the elves. The original reason for " "their dispute has been lost to history, but the two races have since fought " "three long wars, interrupted by a few decades of peace. During these wars " "the dwarves could not dislodge the elves from the deep forests in the south, " "but managed to consolidate their position in hills and the mountains in the " "north of the continent, known now as the Northlands. Since then they have " "constructed fantastic fortifications and settlements deep within the " "mountains and crags of their territory.\n" "\n" "Possibly due to their isolation, the dwarves are generally distrustful or " "hostile towards most other races, particularly the elves. The single " "exception to this temperament is towards humans. This could be traced back " "to the era of Haldric I and the arrival of humans and orcs to the continent. " "At this point the dwarves began allowing some humans, mostly dissidents and " "outlaws from the Kingdom of Wesnoth, to settle in certain areas of the " "Northlands. Their motivation was unsurprising. The plight of these " "individuals reminded the dwarves of their early history of persecution, " "eliciting a sense of solidarity. The dwarves also had much to gain in " "forming a bond with these outcasts. They would settle in areas where dwarves " "disliked living themselves; plains, forests, and swamps, freeing them from " "defending these areas.\n" "\n" "Dwarves are of small stature by human measure, but they are by no means " "fragile. Their warriors, tough and powerful are both feared and respected " "throughout the continent for their prowess in battle. In addition, dwarves " "are known for their calculating intellects and superb craftsmanship. Dwarven " "smiths are renowned for their deadly weapons and heavy armor. These " "accouterments are unrivaled in quality, possibly only matched by those " "produced by drake armorers. Their intelligence and natural inquisitiveness " "has also made them the most technically advanced race on the continent. One " "of their most famous, and feared, discoveries was a mysterious powder that " "produces an immense explosion when exposed to fire or sparks. Certain dwarf " "warriors use this powder to hurl small objects at tremendous speeds. Given " "their technological inclinations, many dwarves tend to distrust magic users. " "However, some practice a form of magic based on the engraving of runes. " "Called runesmiths, they use these carvings to enchant items in order to " "augment certain aspects of their natures." msgstr "" "Dvarfai yra savo kalnakasiais, kalviais, pirkliais ir kariais garsėjanti " "rūšis. Didžiajame žemyne pripažįstami trečiąja seniausia rūšimi po elfų ir " "trolių, jų ankstyvoji istorija yra apgaubta paslapčių. Legendos byloja apie " "senai užmirštus laikus, kai dvarfai pradėjo per urvus lįsti iš savo " "požeminio pasaulio. Iki jų pasirodymo apie jų ankstesnį gyvenimą nieko " "nežinoma, kaip ir priežastys, kodėl jiems prireikė išlįsti į paviršių, " "tačiau nuo tų laikų jie tapo neatsiejama žemyno istorijos dalimi. Netrukus " "po pasirodymo dvarfai susikivirčijo su vietiniais žemės gyventojais, elfais. " "Istorija neatmena nesantaikos priežasčių, bet nuo to laiko šios dvi rūšys " "dalyvavo trijuose ilguose karuose su kelių dešimtmečių pertraukomis tarp jų. " "Tų karų metu dvarfai nesugebėjo išvyti elfų iš gilių miškų pietuose, tačiau " "jiems pavyko įsitvirtinti šiaurinėje žemyno dalyje esančiuose kalnuose, " "žinomuose, kaip Šiaurinės žemės. Nuo tada giliai savo teritorijoje " "esančiuose kalnuose ir uolynuose jie pasistatė puikias gynybines tvirtoves " "ir gyvenvietes.\n" "\n" "Galbūt dėl savo atsiskyrimo dvarfai nėra patiklūs ar svetingi daugumai kitų " "rūšių, ypač elfams. Vienintelė tokio jų nusistatymo išimtis yra žmonės. " "Grįžtant į Haldriko I-ojo laikus ir žemyne išsilaipinus žmonėms bei orkams, " "dvarfai leido kai kuriems žmonėms, pagrinde Vesnoto karalystės kaliniams ir " "nusikaltėliams apsigyventi tam tikrose Šiaurinių žemių vietovėse. Ir " "nenuostabu, kad apgailėtina šių asmenų padėtis priminė dvarfams jų " "persekiojimo laikus, taip sukeldama solidarumo jausmą. Be to, santarvė su " "šiais tremtiniais dvarfams buvo labai naudinga. Jie apsigyvendavo tose " "vietovėse, kurios dvarfans ir taip nepatiko – lygumose, miškuose ir pelkėse, " "ir dvarfams jau nebereikėjo rūpintis tų vietų gynyba.\n" "\n" "Palyginus su žmonėmis, dvarfai yra mažo sudėjimo, tačiau jie visiškai nėra " "kresni. Jų kariai yra tvirti ir galingi, dėl jų šaunumo kovų metu, žemyne " "yra gerbiami ir jų prisibijoma. Priedo, dvarfai garsėja savo skaičiavimo " "sugebėjimais ir nagingumu. Dvarfų meistrai yra žinomi dėl savo mirtinų " "ginklų ir sunkių šarvų, įskaitant nepralenkiamą jų kokybę, kuriai galbūt " "teprilygsta slibinų kalvių gaminiai. Jų išprusimas ir įgimtas smalsumas " "leido patapti labiausiai žemyne techniškai išsivysčiusia rūšimi. Vienas " "žymiausių ir baugiausių atradimų buvo nuo ugnies ar kibirkščių didžiulį " "sprogimą sukeliančių paslaptingų miltelių atradimas. Kai kurie dvarfų kariai " "naudoja šiuos miltelius mažų objektų svaidymui žaibišku greičiu. Dėl savo " "technologinių polinkių dauguma dvarfų nepasitiki burtininkais, tačiau kai " "kurie naudoja magiją pagrįstą runų raižymu. Runakaliai naudoja tuos " "raižinius daiktų užkerėjimui, tam, kad išryškintų tam tikrus jų kilmės " "aspektus." #. [race]: id=elf #: data/core/units.cfg:107 msgid "race^Elf" msgstr "Elfas" #. [race]: id=elf #: data/core/units.cfg:108 msgid "race+female^Elf" msgstr "Elfė" #. [race]: id=elf #: data/core/units.cfg:109 msgid "race^Elves" msgstr "Elfai" #. [race]: id=elf #: data/core/units.cfg:111 msgid "" "Compared to humans, elves are somewhat taller, more agile but less sturdy. " "They have slightly pointy ears, pale skin and usually blond hair. Few " "differences between humans and elves are more pronounced than the Elves’ " "unusually long life — most, unless claimed by illness, accident or war, live " "at least a full two centuries. While some elves possessing a high magical " "aptitude have been known to live longer, most elves begin to grow physically " "frail at some point between 250 and 300 years of age and pass away rapidly " "thereafter.\n" "\n" "Most elves share an intense affection for unspoiled nature and find " "themselves uncomfortable in open, unvegetated places. They live primarily in " "the forests of the Great Continent, the Aethenwood in the southwest, Wesmere " "in the northwest, and the great northern woods of which the Lintanir Forest " "is the southernmost edge.\n" "\n" "Elves are the eldest race of the continent, with the possible exception of " "trolls. Many of their settlements cannot be reliably dated, undoubtedly " "having existed for several millennia.\n" "\n" "
text='Magic'
\n" "While elves are fundamentally different creatures than the fabled fair folk, " "their magic has some connection to the faerie and is the source of their " "unusually keen senses as well as their long lives. Elven magic is split " "between two different paths, one focused on manipulation of the mundane or " "natural world, and one focused on divination into the arcane plane. More " "common is the the way of corporeal alteration, which has more tangible " "effects than its antithesis in the arcane. Though elven nature magic is ill-" "suited toward combat, its potent ability to harness earthly energies to " "nurture and protect is the primary reason for the effectiveness of elven " "healing as well as the beauty and vitality of their forests.\n" "\n" "Those who follow the mystic path are also well-regarded by other elves, but " "their motives and abilities are often unclear to those outside of their " "order. Some who venture far down the path of mysticism take on more faerie-" "like traits, gaining extraordinary insight and longevity, but also becoming " "sensitive to and even burned by the presence of cold iron.\n" "\n" "
text='Culture'
\n" "Elves spend much of their time honing their talents and skills. Those not " "adept at the magical arts typically devote their time honing their physical " "skills, often for sporting purposes. As a result, elves excel at archery, a " "craft that is readily and effectively applied to warfare. Elves are also " "renowned musicians, particularly skilled at wind and plucked string " "instruments in small ensembles. The Aeolian harps of the Aethenwood, for " "example, are crafted from the fine wood of Elven yew trees and are legendary " "for their soft, gentle tone.\n" "\n" "
text='Society'
\n" "Elvish society is roughly divided into three factions: a pseudo-military " "faction responsible for defending their forests, peaceful civilians who are " "usually craftsmen and artists, and healers and mystics who maintain the " "elves’ connection to the faerie. Responsible for governing these different " "aspects is the nobility, who are treated as servants to the broader social " "order, rather than as strict rulers of their people. The process for " "selecting these nobles differs between the various elven conclaves, with the " "governing council of Wesmere — the Ka’lian — being elected and the nobility " "in Lintanir usually being inherited.\n" "\n" "In times of strife, the hierarchy of command becomes more adaptable, with " "the ordinary aristocracy deferring to more war-minded marshals. By " "tradition, in both Wesmere and Lintanir, an enchantress from the order of " "elven mystics is also called upon to facilitate the transition of power." msgstr "" #. [race]: id=falcon #: data/core/units.cfg:137 msgid "race^Falcon" msgstr "Sakalas" #. [race]: id=falcon #: data/core/units.cfg:138 msgid "race+female^Falcon" msgstr "Sakalė" #. [race]: id=falcon #: data/core/units.cfg:139 msgid "race^Falcons" msgstr "Sakalai" #. [race]: id=falcon #: data/core/units.cfg:140 msgid "" "Falcons are birds of prey, noted for their exceptional speed and agility. " "Lighter and with less powerful talons than other raptors, falcons instead " "favor the use of their beak to kill their targets. Their keen eye and " "capacity for domestication makes them a populous and well-known creature, " "used both by nobles in sport, and by nomads or tribes who find them useful " "in hunting for food. Falcons occasionally find a role on the field of war as " "well, with certain falconers training their birds to distinguish between " "friend and foe, making them a useful asset to aid in an army’s charge." msgstr "" #. [race]: id=goblin #: data/core/units.cfg:148 msgid "race^Goblin" msgstr "Goblinas" #. [race]: id=goblin #: data/core/units.cfg:149 msgid "race+female^Goblin" msgstr "Goblinė" #. [race]: id=goblin #: data/core/units.cfg:150 msgid "race^Goblins" msgstr "Goblinai" #. [race]: id=goblin #: data/core/units.cfg:151 msgid "" "\n" "\n" "Goblins are puny and quite frail, rarely growing past the size and stature " "of a human child.\n" "\n" "Goblins are born into a lifetime of near-slavery to their larger kin, and " "used as sword-fodder in battle. They thrive in spite of their tragic fate; " "in part because they are so very numerous, and also because their brother " "orcs are well aware how dependent they are on the goblins. They perform the " "bulk of manual labor needed by the orcs, with the sole exception of jobs " "that require the brute strength of true orcs. Those the orcs revel in as " "proof of their prowess." msgstr "" "\n" "\n" "Goblinai yra gležni ir žemi, retai praauga žmonių vaikus.\n" "\n" "Visą savo gyvenimą goblinai beveik vergauja didesniems savo gentainiams ir " "mūšyje naudojami kaip pašaras kardui. Nepaisant savo tragiško likimo, " "goblinai klesti; iš dalies tai yra dėl jų skaitlingumo, ir dar jų broliai " "orkai gerai žino, kaip goblinai jiems yra gyvybiškai reikalingi. Jie atlieka " "didžiąją dalį orkams reikalingų darbų, išskyrus vienetinius darbus, kuriems " "atlikti reikalinga milžiniška tikrųjų orkų jėga. Tokių darbų orkai mielai " "imasi, nes gali įrodyti savo šaunumą ir jėgą." #. [race]: id=gryphon #: data/core/units.cfg:168 msgid "race^Gryphon" msgstr "Grifas" #. [race]: id=gryphon #: data/core/units.cfg:169 msgid "race+female^Gryphon" msgstr "Grifė" #. [race]: id=gryphon #: data/core/units.cfg:170 msgid "race^Gryphons" msgstr "Grifai" #. [race]: id=gryphon #: data/core/units.cfg:171 msgid "" "Gryphons are broad, powerful beasts with traits shared from both terrestrial " "predators and birds of prey. While occasionally tamed and ridden by the " "daring, gryphons are very territorial and aggressive, particularly regarding " "their nests.\n" "\n" "The means by which gryphons are able to fly despite their great weight has " "been a source of debate for centuries, but it remains as mysterious as their " "origins." msgstr "" "Grifai yra platūs, galingi žvėrys, turintys ir sausumos plėšrūnų, ir plėšrių " "paukščių bruožų. Nors kartais būna drąsuolių raitelių prijaukinami, grifai " "yra labai teritoriniai ir agresyvūs, ypač kai kalba eina apie jų lizdus.\n" "\n" "Kaip grifai sugeba skristi, nepaisant jų didelio svorio, buvo diskutuojama " "šimtmečiais, bet tai lieka tokia pat paslaptimi, kaip ir jų kilmė." #. [race]: id=horse #: data/core/units.cfg:181 #, fuzzy #| msgid "race^Wose" msgid "race^Horse" msgstr "Miškinis" #. [race]: id=horse #: data/core/units.cfg:182 #, fuzzy #| msgid "race+female^Ogre" msgid "race+female^Horse" msgstr "Žmogėdra" #. [race]: id=horse #: data/core/units.cfg:183 #, fuzzy #| msgid "race^Woses" msgid "race^Horses" msgstr "Miškiniai" #. [race]: id=horse #: data/core/units.cfg:184 msgid "" "Domesticated horses come in many shapes and sizes, from mighty war chargers, " "to sturdy draught horses or agile stock horses. While they are more fragile " "than many beasts, their speed and cunning allow feral horses to thrive in " "the wild, alongside their wild brethren.\n" "\n" "Horses have been an important part of many civilizations, so it is not " "surprising that there are many myths and stories centered around them. " "Winged horses, man-horse hybrids, and ghost horses have made their way into " "written history, though few can honestly claim to have seen such things." msgstr "" #. [race]: id=human #: data/core/units.cfg:201 msgid "race^Human" msgstr "Žmogus" #. [race]: id=human #: data/core/units.cfg:202 msgid "race+female^Human" msgstr "Žmogus" #. [race]: id=human #: data/core/units.cfg:203 msgid "race^Humans" msgstr "Žmonės" #. [race]: id=human #: data/core/units.cfg:204 msgid "" "The race of men is an extremely diverse one. Although they originally came " "from the Old Continent, men have spread all over the world and split into " "many different cultures and races. Although they are not imbued with magic " "like other creatures, humans can learn to wield it and are able to learn " "more types than most others. They have no extra special abilities or " "aptitudes except their versatility and drive. While often at odds with other " "races, they can occasionally form alliances with the less aggressive races " "such as elves and dwarves. The less scrupulous among them do not shrink back " "from hiring orcish mercenaries, either. They have no natural enemies, " "although the majority of men, like most people of all races, have an " "instinctive dislike of the undead. Men are shorter than the elves, but " "taller still than dwarves. Their skin color can vary, from almost white to " "dark brown.\n" "\n" "
text='Subjects of the Crown'
\n" "Many different groups of men exist, but the majority of them on the Great " "Continent live under the rule of the Crown of Wesnoth. The humans first " "appeared on the Great Continent from a land far across the ocean to the " "West, the Green Isle, and soon established their capital at the inland city " "of Weldyn. Over the following centuries they have built up a number cities " "across the continent. The soldiers from the Crown of Wesnoth protect the " "country, forming the most organized military force in the known world. Its " "warriors come from the main provinces, where all men are conscripted at an " "early age.\n" "\n" "
text='The Clansmen'
\n" "The eastern provinces of Wesnoth, known as the Clan Homelands, have a " "geography consisting of more open plains and rolling hills than the western, " "more civilized provinces. They are home to the Horse Clans, who are allied " "with the Crown of Wesnoth but operate independently and maintain their own " "identity. Some consider them to be a tributary state, which sends food and " "soldiers to Crown in exchange for protection. Others say they are on equal " "footing with the western half of Wesnoth. In any case, the eastern provinces " "do not have a conscript army the way Western Wesnoth does. Training for " "fighting is part of the way of life of the Clans; the parents teach the " "children to ride horses, fight and shoot a bow from an early age. In " "general, the Clan warriors are less organized than the civilized fighters, " "and the strengths and weaknesses of these groups complement each other." msgstr "" "Žmonių rasė yra ypač įvairi. Nors jie iš pradžių atėjo iš Senojo žemyno, " "žmonės išplito visame pasaulyje ir suskilo į daugybę įvairių kultūrų ir " "rasių. Nežiūrint to, kad jie nėra pripildyti magijos kaip kitos būtybės, " "žmonės gali išmokti ja naudotis ir sugeba išmokti daugiau magijos rūšių nei " "dauguma kitų. Jie neturi jokių neeilinių galimybių ar gebėjimų, išskyrus jų " "visapusiškumą ir veržlumą. Nepaisant to, kad dažnai pykstasi su visomis " "rasėmis, jie retkarčiais gali sudaryti sąjungas su mažiau agresyviomis " "rasėmis, kaip antai elfai ir dvarfai. Mažiau sąžiningi žmonės taip pat " "nevengia samdytis orkų samdinių. Jie neturi įgimtų priešų, tačiau dauguma " "žmonių, kaip ir dauguma kitų rasių atstovų, instinktyviai nemėgsta " "nemirėlių. Žmonės yra mažesni už elfus, bet vis dar aukštesni už dvarfus. Jų " "odos spalva gali būti įvairi, nuo beveik baltos iki tamsiai rudos.\n" "\n" "
text='Karūnos pavaldiniai'
\n" "Egzistuoja daugybė skirtingų žmonių grupių, bet Didžiajame žemyne dauguma jų " "gyvena valdomi Vesnoto karūnos. Žmonės pirmiausiai atsirado Didžiajame " "žemyne iš krašto, esančio toli į vakarus už vandenyno, Žaliosios salos, ir " "greitai įkūrė savo sostinę krašto viduje esančiame Veldyno mieste. Per " "ateinančius šimtmečius visame žemyne jie pastatė daugybę miestų. Vesnoto " "karūnos kareiviai gina šalį, sudarydami labiausiai organizuotą karinę jėgą " "žinomame pasaulyje. Jos kariai ateina iš pagrindinių provincijų, kur visi " "vyrai į karo tarnybą pašaukiami ankstyvame amžiuje.\n" "\n" "
text='Klanų žmonės'
\n" "Rytinės Vesnoto provincijos, žinomos kaip Klanų tėvynė, geografiškai daugiau " "sudarytos iš atvirų lygumų ir mažų kalvų negu vakarinės, labiau civilizuotos " "provincijos. Jos yra Arklių klanų, kurie yra sąjungoje su Vesnoto karūna, " "bet veikia nepriklausomai, ir išlaiko savo tapatybę, namai. Vis dėlto, " "rytinės provincijos neturi šauktinės armijos taip, kaip turi Vakarų " "Vesnotas. Treniravimasis kovai yra Klanų gyvenimo būdas; tėvai moko vaikus " "joti žirgais, kautis ir šaudyti iš lanko nuo ankstyvo amžiaus. Apskritai, " "Klanų kariai yra mažiau organizuoti nei civilizuoti kovotojai, ir " "stipriosios bei silpnosios šių grupių pusės papildo viena kitą." #. [race]: id=dunefolk #: data/core/units.cfg:219 msgid "race^Dunefolk Human" msgstr "Kopų žmogus" #. [race]: id=dunefolk #: data/core/units.cfg:220 msgid "race+female^Dunefolk Human" msgstr "Kopų žmogus" #. [race]: id=dunefolk #: data/core/units.cfg:221 msgid "race+plural^Dunefolk" msgstr "Kopų žmonės" #. [race]: id=dunefolk #: data/core/units.cfg:223 msgid "" "An offshoot of a forgotten nomadic civilization, the Dunefolk lay claim to " "the river valleys and oases of the Sandy Wastes. How they came to inhabit " "this far corner of the Great Continent is unknown. Their legends tell of " "many long and perilous travels through far-flung lands, but the true origin " "of their people is a topic of endless and heated debate among even the most " "erudite of their scholars.\n" "\n" "Whatever their origin, the Dunefolk have thrived. Bustling cities stand " "proudly in the largest fertile regions. Skilled artisans, fine smiths, and " "wealthy merchants form the backbone of the urban economy. Each of these " "cities also enjoys a degree of independence less common in the more " "centralized nations to the north, many even maintaining their own standing " "armies. In times of need, however, each and all rally to a higher authority " "designated to protect the superior interest of the nation.\n" "\n" "Those who have not settled in these urban centers still adhere to the " "lifestyle of their ancestors, roaming the dunes and leading their herds from " "one watering hole to another. They are most active during the early hours of " "dawn and the onset of dusk, when the wastelands are neither too hot nor too " "cold. Their skill at moving through the sands is excellent even by Dunefolk " "standards. Although sometimes regarded with contempt by their city " "counterparts, they provide an invaluable service as mobile, light troops in " "war, or as escorts for trading caravans during times of peace.\n" "\n" "The Dunefolk’s inclination towards trade and exploration has allowed their " "cities to amass immense fortunes, a fact regarded both with admiration and " "envy by other races. Mutual interests have fostered cordial relations with " "neighboring Naga tribes, but more secretive races such as Drakes and Elves " "have always considered Dunefolk expeditions to be too intrusive, especially " "when they venture close to territorial boundaries. It is not uncommon for " "caravans to fall prey to troll ambushes in the mountains, something that has " "given rise to countless tales of unimaginable treasure amassed in hidden " "caves.\n" "\n" "As a result of living in hostile environments for centuries, the Dunefolk " "have developed rational methods of enquiry through which they continue to " "improve their understanding of the world. Their study of herbal medicine " "keeps their warriors and workers fresh and healthy. Their knowledge of " "alchemy allows them to tame fire and wield it as a deadly weapon in battle. " "At the same time, this analytical mindset has distanced them from magical " "arts; to the rational mind, magic is uncontrollable, unpredictable, and " "hence unreliable. For this reason, the Dunefolk especially loathe the " "perversions of necromancy and the dark arts, even more so than other races.\n" "\n" "The Dunefolk’s inquisitive and explorative nature does not preclude military " "strength. Not only do they field nimble light troops, cataphracts, and " "heavily armored infantry, but their keen knowledge of technology grants them " "a decisive advantage over their opponents. When facing the Dunefolk in " "battle, however, the most fearsome sight is certainly their deployment of " "ferocious and bizarre beasts. From the majestic Roc to the imposing Wyvern, " "their synergy with these creatures allows for great versatility in combat. " "The origins of this tradition likely lie in the heritage of the Dunefolk’s " "distant past in the exotic far corners of Irdya." msgstr "" #. [race]: id=lizard #: data/core/units.cfg:244 msgid "race^Saurian" msgstr "Roplys" #. [race]: id=lizard #: data/core/units.cfg:245 msgid "race+female^Saurian" msgstr "Roplė" #. [race]: id=lizard #: data/core/units.cfg:246 msgid "race^Saurians" msgstr "Ropliai" #. [race]: id=lizard #: data/core/units.cfg:247 msgid "" "Saurians are lizard-like creatures. Smaller and more slender than humans, " "they rarely stand taller than a ten year old child, though from tip of snout " "to end of tail a Saurian can be as long as the average man is tall. Light " "and nimble, the warriors prefer to fight as they hunt — slipping through " "enemy lines to target the weak and the injured while evading their " "attackers.\n" "\n" "
text='Society'
\n" "Saurians are very mysterious creatures due to their tendency to live in " "areas inhospitable to others, such as swamps. Fatalistic in the extreme, " "Saurians believe all the events in a life can be predicted by the use of a " "complex form of astrology.\n" "\n" "Saurian culture is sharply segregated between the genders. Within each " "gender the members compete, and through skill, determination, and reputation " "establish a clear pecking order, with a chief at the top. On those occasions " "when the two genders interact they do not contest for dominance; instead, " "the situation determines the dominant gender. The chief of the males is " "alpha within the clan's village or encampment while the chief of females is " "dominant anywhere else. This continues down the rank structure with each " "male or female being dominant over any member of the opposite gender with " "lower rank and submitting to members of the opposite gender with higher " "rank.\n" "\n" "The segregation and alternating gender-dominance of Saurian society is an " "outgrowth of their clearly defined gender roles. It is the responsibility of " "the female to hunt and find food, skills which ultimately train them to be " "warriors: the skirmishers, flankers, and ambushers other races so fear. " "Males, meanwhile, are responsible for guarding the clutch — the eggs left by " "the females. While this leaves time for the males to develop and hone the " "arts of astrology, healing, and magic, it also exposes them to significant " "danger, as they are stationary targets for a Saurian clan's number one enemy " "— other Saurian clans.\n" "\n" "New Saurian clans are started when the proper astrological signs are read. " "Called a “hatching,” each female indicated by the conjunction selects a " "group of individuals with lower rank and leave their source clan. Frequently " "all females with a specific trait will be indicated, causing multiple clans " "to “hatch” at the same time. Selection is a simple process: no group leaving " "can be larger than any other, all the groups together cannot be larger than " "the group being left, and higher ranking allows a female to overrule another " "female's choice of who they take.\n" "\n" "Because of their rapid population growth, frequent splits in clans, and the " "fact that cannibalism is not taboo, violence is one of the defining features " "of Saurian life. This limits the growth of the Saurian culture to fits and " "starts, as much of their knowledge is passed by oral tradition and their " "possessions must be mobile.\n" "\n" "
text='Geography'
\n" "Saurians can live in many different areas, though swamps are by far their " "most common habitat.\n" "\n" "
text='Biology'
\n" "Saurians live spectacularly short lives by comparison to most of the other " "races of Wesnoth, reaching full adulthood within three years and often dying " "by the time they are 10 to 15 years old. By far, the most common cause of " "death is violence. Saurian females produce clutches of about 20 eggs roughly " "once a year, which creates constant population pressure and would stress " "most carnivores' food supply. Hunters and scavengers, Saurians have " "extremely strong jaws and have a very powerful digestive system with highly " "acidic fluids, making them capable of eating and digesting all of their prey " "including skin, teeth, horns and bones. Further, they have no aversion to " "eating carrion and even committing cannibalism, which are both regular " "occurrences." msgstr "" #. [race]: id=mechanical #: data/core/units.cfg:273 msgid "race^Mechanical" msgstr "Mechanizmas" #. [race]: id=mechanical #: data/core/units.cfg:274 msgid "race+plural^Mechanical" msgstr "Mechanizmai" #. [race]: id=mechanical #: data/core/units.cfg:275 msgid "" "Animated neither by natural life nor by necromancy, the term " "text='mechanical' describes a created artifact of an " "intelligent being. Most mechanical things neither move nor think on their " "own, but some do so as a result of magical enchantment." msgstr "" "Neturėdami nei gyvos, nei mirusios dvasios, text='mechanizmai' yra dirbtinai protingų būtybių sukurti daiktai. Dauguma mechanizmų " "patys negali nei judėti, nei galvoti, tačiau kai kurie, paveikti burtų, gali." #. [race]: id=merman #: data/core/units.cfg:284 msgid "race^Merman" msgstr "Vandenis" #. [race]: id=merman #: data/core/units.cfg:285 msgid "race^Mermaid" msgstr "Vandenė" #. [race]: id=merman #: data/core/units.cfg:286 msgid "race^Merfolk" msgstr "Vandeniai" #. [race]: id=merman #: data/core/units.cfg:288 msgid "" "Something like a fusion between humans and fish, the merfolk are an " "enigmatic race with both piscine and humanoid attributes. They have strong " "tails that lend themselves to quick movement in any watery environment while " "their dextrous hands and intelligent minds allow fine craftsmanship and " "toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air " "without difficulty. Despite being able to survive on land, they are much " "quicker and more agile in the water and will rarely be found far from the " "ocean. They are typically wary of dry land, as they are awkward and clumsy " "there and they struggle greatly to move over rough or forested terrain." msgstr "" "Mišinys tarp žmogaus ir žuvies, vandeniai yra mįslinga rūšis, turinti ir " "žmogaus, ir žuvies atributų. Jie turi tvirtą uodegą, leidžiančią greitai " "judėti bet kokiuose vandenyse, o rankos ir protas leidžia kokybiškai gaminti " "įrankius. Iš prigimties būdami pusiau vandens gyvūnai, vandeniai gali " "laisvai kvėpuoti ir po vandeniu, ir ore. Nors jie gali išgyventi ant žemės, " "vandeniai yra žymiai greitesni ir tikslesni vandenyje, todėl juos retai " "sutiksi toli nuo vandenyno. Paprastai jie prisisaugo sausų žemių, kur būna " "nerangūs ir sunkiai juda grubiose ir miškinguose reljefuose." #. [race]: id=monster #: data/core/units.cfg:296 msgid "race^Monster" msgstr "Pabaisa" #. [race]: id=monster #: data/core/units.cfg:297 msgid "race+female^Monster" msgstr "Monstrė" #. [race]: id=monster #: data/core/units.cfg:298 msgid "race^Monsters" msgstr "Pabaisos" #. [race]: id=monster #: data/core/units.cfg:299 msgid "" "The term “monster” incorporates many hideous beasts that haunt the caves, " "wilderness, ocean depths, and other climes of the world. They figure largely " "in the tales and nightmares of its denizens, as well." msgstr "" "„Pabaisa“ apima daug bjaurių žvėrių tūnančių urvuose, laukuose, vandenyno " "dugne ir kitose pasaulio vietose. Jie taip pat dažnai aptinkami čiabuvių " "padavimuose ir košmaruose." #. [race]: id=naga #: data/core/units.cfg:306 msgid "race^Naga" msgstr "Nágas" #. [race]: id=naga #: data/core/units.cfg:307 msgid "race^Nagini" msgstr "Nága" #. [race]: id=naga #: data/core/units.cfg:308 msgid "race^Nagas" msgstr "Nágai" #. [race]: id=naga #: data/core/units.cfg:309 msgid "" "The serpentine nagas are one of the least understood races of the Great " "Continent. Part of this is due to their xenophobic nature and part is due to " "their alien environment. Nagas are one of the few races capable of any " "meaningful mobility in water, giving them access to a whole world " "effectively forbidden to land dwellers and further separating them from the " "terrestrial beings that they shun. Still, they are not true creatures of the " "sea, and their inability to breathe water leaves them in trepidation of the " "abyss. Living in coastal areas gives them an escape route on land against " "denizens of the deep while keeping them out of reach of those who travel by " "foot, wing, and hoof. Although nagas are somewhat frail in form, they are " "often faster and more nimble than their opponents. They sometimes find " "themselves at odds with merfolk when their territories overlap, but overall " "nagas tend to favor swamps and rivers as much as open water." msgstr "" "Nágai yra mažiausiai suprasti Didžiojo žemyno padarai. Iš dalies dėl jų " "baikštumo, iš dalies dėl jų gyvenamos aplinkos. Nágai yra viena iš " "nedaugelio rūšių galinčių judėti vandenyje, kas atveria jiems, žemės " "padarams uždraustą pasaulį, ir nutolina nuo kitų sausumos rūšių, kurių jie " "privengia . Tačiau jie nėra tikrosios jūrų būtybės ir negalėdami kvėpuoti po " "vandeniu bijo gilumų. Gyvenimas pakrantės teritorijoje jiems suteikia " "galimybę pabėgti į žemę nuo gilumoje gyvenančių padarų, kai tuo tarpu vanduo " "juos saugo nuo žeme ir oru keliaujančių rūšių. Nors nágai yra silpni, jie " "dažnai yra greitesni ir vikresni už varžovus. Kartais jie susikivirčija su " "vandeniais, kai pastarieji užklysta į jų teritorijas, bet visumoj nágai " "pelkes ir upes mėgsta taip pat, kaip ir atvirus vandenis." #. [race]: id=ogre #: data/core/units.cfg:317 msgid "race^Ogre" msgstr "Žmogėdra" #. [race]: id=ogre #: data/core/units.cfg:318 msgid "race+female^Ogre" msgstr "Žmogėdra" #. [race]: id=ogre #: data/core/units.cfg:319 msgid "race^Ogres" msgstr "Žmogėdros" #. [race]: id=ogre #: data/core/units.cfg:320 msgid "" "Ogres are a wild and uncivilized race who dwell mainly in the wilderness of " "the Great Continent. Physically, they resemble humans and orcs but are " "larger and stronger. Even their adolescents are more than a match for most " "men. Ogres are distrusted in many populated areas and usually either avoid " "them or are driven out by force. Instead, they lurk the mountainous areas on " "the edges of civilization, where hungry ogre bandits provide a constant " "threat to travelers and caravans. While ogres are not particularly " "intelligent or quick, their toughness and physical strength make them a " "valuable asset in the armies of other races. They are especially valued by " "more ruthless commanders who don’t mind the ogres’ brutality. Little is " "known about their biology or society, if they can truly be said to have one, " "but they are said to attack alongside wolves and other beasts. Whether this " "is a sign of cooperation, domestication, or simply mutual opportunism is not " "known." msgstr "" "Žmogėdros yra laukinė, necivilizuota rūšis, gyvenanti Didžiojo žemyno " "laukuose. Fiziškai jie panašūs į žmones ir orkus, bet yra didesni ir " "stipresni. Netgi žmogėdrų vaikai yra neprilygstami daugumai žmonių. " "Žmogėdros nepageidaujami apgyvendintose teritorijose ir jų arba vengia, arba " "juos išvaro. Veikiau jie renkasi kalnuotas vietoves civilizacijos " "pakraščiuose, kur išalkę žmogėdros nuolat grasina keliautojams ir " "vilkstinėms. Nepasižymėdami protu ir greičiu, žmogėdros yra naudingi kitų " "rūšių kariuomenėse dėl savo tvirtumo ir fizinės jėgos. Juos ypač vertina " "taisyklių nepripažįstantys vadeivos, neprieštaraujantys žmogėdrų brutalumui. " "Apie jų biologiją arba visuomenę, jeigu būtų galima sakyt, kad jie tokias " "turi, žinoma nedaug, tačiau žinoma, kad jie puola kartu su vilkais ir kitais " "žvėrimis. Nežinia, ar tai veikimas išvien, ar giminiavimasis, ar tiesiog " "pasinaudojimas galimybe." #. [race]: id=orc #: data/core/units.cfg:328 msgid "race^Orc" msgstr "Orkas" #. [race]: id=orc #: data/core/units.cfg:329 msgid "race+female^Orc" msgstr "Orkė" #. [race]: id=orc #: data/core/units.cfg:330 msgid "race^Orcs" msgstr "Orkai" #. [race]: id=orc #: data/core/units.cfg:331 #, fuzzy msgid "" "In appearance, orcs resemble humans but with some bestial features. They are " "taller, sturdier and stronger than humans. They are warlike, savage, and " "cruel by nature. Their blood is darker and thicker than that of humans, and " "they have little care for personal hygiene or their personal appearance. " "Although Orcs are violent even among themselves, they are pack-oriented; an " "orc never travels alone or lives in groups smaller than half a dozen.\n" "\n" "
text='Society'
\n" "Almost every orc is a member of a tribe or a clan. Relations between " "neighboring tribes are usually violent, except in cases of a mutual enemy " "threatens their existence or prospects of great plunder override mutual " "animosity. Occasionally, a single strong chieftain may emerge to lead " "multiple tribes from time to time, usually through intimidation of " "followers. An orc tribe in times of peace tends to focus almost solely on " "strengthening itself in preparation for the next armed conflict. Orcs are " "known to possess a crude system of writing — usually in blood — although " "it’s most commonly used to trade insults or threats among tribal leaders.\n" "\n" "Orc societies are based on little else but strength; might makes right, and " "a leader leads and survives only as long as no one manages to wrest the " "title from him. A constant struggle for power simmers among potential tribal " "chiefs. An orcish leader rarely lives more than a handful of years to enjoy " "his absolute authority before being killed for his position — although " "history knows some notable exceptions. Orcs hold no particular honor code " "and while indisputable raw strength is usually the preferred method of " "displaying power, assassination, poisoning and backstabbing are completely " "viable means to further one’s own goals.\n" "\n" "Orcs mostly live in rural areas, often in foothills or mountainous regions, " "sometimes in caves. They grow no crops nor keep livestock, but are competent " "hunters as a result of their physical stature and brutality. Due to their " "large numbers they are capable of hunting an area virtually clean of " "anything larger than rodents in relatively short period of time. Due to this " "and their unstable leadership, orcish tribes tend to lead a semi-nomadic " "lifestyle, never settling in one region for too long. The larger tribes may " "establish themselves firmly in an area for years or even decades and build " "large encampments almost resembling cities, but even these are easily " "dismantled and abandoned if there is a need to relocate the horde.\n" "\n" "The oldest known orcs have been around 50 to 60 years of age, but very few " "individuals ever live to see over two or three decades before meeting their " "end either in war or by the hand of one of their kin. The oldest orcs are " "often shamans, which are perhaps the only ones most of their kind sees as " "being trustworthy and neutral. The origins of this custom are unknown, as " "the shamans do not directly contribute much to orcish societies but only act " "as advisors — not something orcs tend to otherwise tolerate. Shamans are in " "many ways the opposite of most other orcs: they are often physically " "withered and frail in comparison and lack skill in battle.\n" "\n" msgstr "" "Pagal išvaizdą, orkai yra pusiau žmonės, pusiau žvėrys. Jie yra aukštesni, " "tvirtesni ir stipresni už žmones. Jie yra karingi ir žiaurūs. Jų kraujas yra " "tamsesnis ir tirštesnis negu žmonių ir jie nesirūpina nei asmenine švara, " "nei išvaizda. Tačiau orkai yra žiaurūs net tarp savęs ir gyvena grupuotėmis; " "orkai niekuomet nekeliauja ilgų atstumų ir negyvena mažesnėse negu pusė " "tuzino grupėse.\n" "\n" "
text='Visuomenė'
\n" "Beveik kiekvienas orkas priklauso genčiai ar gaujai. " #. [race]: id=orc #: data/core/units.cfg:342 msgid "" "\n" "\n" "Orcs who were not the strongest of their litter tend to specialize in other " "skills, like archery or assassination." msgstr "" "\n" "\n" "Orkai, kurie nėra stipriausi yra linkę specializuotis kituose įgūdžiuose, " "pavyzdžiui šaudyme iš lanko ar nužudyme." #. [race]: id=raven #: data/core/units.cfg:351 #, fuzzy #| msgid "race^Dwarves" msgid "race^Raven" msgstr "Dvarfai" #. [race]: id=raven #: data/core/units.cfg:352 #, fuzzy #| msgid "race+female^Drake" msgid "race+female^Raven" msgstr "Slibinė" #. [race]: id=raven #: data/core/units.cfg:353 #, fuzzy #| msgid "race^Dwarves" msgid "race^Ravens" msgstr "Dvarfai" #. [race]: id=raven #: data/core/units.cfg:354 msgid "" "Ravens are general scavengers, often associating with hunters or predators " "in the hope of sharing in the kill. They do not have the powerful beak or " "claws of the gryphons or raptors, but can still be a threat because of their " "intelligence and ability to recognize any advantage.\n" "\n" "In the aftermath of a battle, the dead and wounded are a banquet for ravens, " "thus ravens are a nuisance for allies of the defeated but are seen by some " "victors as part of martial ceremonies. The violence and large numbers that " "characterize both orcs and humans bring these races into constant " "interaction with ravens in this context. For this reason, the birds have " "become characters in fables, parables, and superstitions related to war.\n" "\n" "As intelligent scavengers, ravens do not need war dead to survive. Some " "farmers struggle to keep ravens away from freshly sown seeds, but others are " "happy to have them around as sentries." msgstr "" #. [race]: id=troll #: data/core/units.cfg:365 msgid "race^Troll" msgstr "Trolis" #. [race]: id=troll #: data/core/units.cfg:366 msgid "race+female^Troll" msgstr "Trolė" #. [race]: id=troll #: data/core/units.cfg:367 msgid "race^Trolls" msgstr "Troliai" #. [race]: id=troll #: data/core/units.cfg:368 msgid "" "Trolls are ancient creatures, one of the oldest known races known to inhabit " "the Great Continent. They are large, slow, simple, and live extremely long " "lives inside deep caves or atop high mountains. The most unique " "characteristic of trolls is an internal vitality that sustains and heals " "them from within. As a result they live very different lives from almost any " "known creature. Trolls have few real needs: they require little food or " "water, and thus they have little incentive to pursue much besides protection " "from those who are hostile towards them. This in turn means they rarely have " "to worry about anything and can spend much of their time sleeping or in " "contemplation. Trolls have a curious affinity with nature. They do not " "relate with living things like elves do, but instead with earth and stone. " "They are also somewhat curious of their surroundings and many younger whelps " "even enjoy traveling and seeing the world. As trolls grow older they tend to " "become increasingly passive, gradually losing interest in their environment " "and spending more of their time sleeping in a quiet, familiar corner of " "their home cave. This is until they finally pass away as their bodies " "themselves slowly turn into lifeless statues of stone.\n" "\n" "Trolls are seen by many as being little more than yet another race of savage " "monsters. This common misconception is in part perpetuated by orcish " "successes in persuading trolls to join their armies. Because they are rather " "simple and do not understand the ways of other races or sometimes cannot " "even tell them apart, it is usually easy for an orcish band to convince a " "group of trolls that by joining them they get to exact revenge on those that " "have before hunted them. These new recruits are then directed to attack " "whoever the orcs themselves are currently in conflict with, whether " "previously a foe of the trolls or not, accumulating even more enemies for " "the misled trolls. The most common enemy of trolls are dwarves, and the " "animosity between these two races is ancient.\n" "\n" "
text='Geography'
\n" "Trolls have inhabited the mountains of the Great Continent longer than the " "dwarves who migrated there. Trolls are a common sight on the mountain ranges " "north and east of Wesnoth, and wherever Orcish hordes travel." msgstr "" #. [race]: id=undead #: data/core/units.cfg:388 msgid "race^Undead" msgstr "Nemirėlis" #. [race]: id=undead #: data/core/units.cfg:389 msgid "race+female^Undead" msgstr "Nemirėlė" #. [race]: id=undead #: data/core/units.cfg:390 msgid "race+plural^Undead" msgstr "Nemirėliai" #. [race]: id=undead #: data/core/units.cfg:391 #, fuzzy #| msgid "" #| "Undead are not really a single race of creatures, although often treated " #| "as such. Almost any dead creature can, by a sufficiently skilled " #| "necromancer, be reanimated and rise again in undeath. Undead are for the " #| "most part unnatural but mindless constructs, obeying whoever created them " #| "without question nor thought. A greater mystery of necromancy is in how " #| "constructs are sustained without continuous effort from the necromancer. " #| "An undead creature does not require the constant attention of the " #| "necromancer to command and sustain, but can work autonomously according " #| "to the commands of its master. Only rarely, perhaps once every few " #| "months, does the necromancer need to maintain his creation.\n" #| "\n" #| "Necromancy is almost solely limited to humans. Even the legends of " #| "magically apt races like elves and merfolk tell of very few of their kind " #| "who have ever delved in the dark arts. It is surmised that necromantic " #| "magic requires great adaptability and a flexible mind, extremes of which " #| "are most commonly found in humans. The ultimate goal of most necromancers " #| "is to turn the same art of preserving and imbuing life upon themselves, " #| "to alter themselves at whatever cost, to ultimately escape death by " #| "preserving their own mind and spirit.\n" #| "\n" #| "
text='Geography'
\n" #| "While undead lords arrived on the Great Continent in considerable numbers " #| "only in the wake of Haldric I, they were not completely unheard of by " #| "elves and dwarves before that." msgid "" "Undead are not really a single race of creatures, although often treated as " "such. Most ordinary creatures can, by a sufficiently skilled necromancer, be " "reanimated into constructs of varying character — resurrection of the " "physical form often results in a minion that obeys its master without " "question, while manifestation of a soul usually produces a servant with at " "least a modicum of thought. A great mystery of necromancy is how these " "constructs are sustained and controlled without continuous effort from the " "necromancer. Most dark magi do not provide constant attention or maintenance " "to their creations, instead allowing them a small degree of independence to " "function autonomously in line with the provided commands. However, when left " "unchecked, some undead gain enough sovereignty to break free from and even " "turn on their masters. Accordingly, while even lesser undead require " "periodic maintenance, this is especially true for more powerful undead, " "particularly greater spirits or death knights, who possess a high degree of " "inherent will. In these cases, necromancy becomes a battle of resolve " "between mage and minion. The necromancer must maintain a delicate balance " "between control over their servants and allotting them free will — the " "source of their individual powers.\n" "\n" "Necromancy is almost solely limited to humans. Even the legends of magically " "apt races like elves and merfolk tell of very few of their kind who have " "ever delved in the dark arts. It is surmised that necromantic magic requires " "great adaptability and a flexible mind, extremes of which are most commonly " "found in humans. The ultimate goal of most necromancers is to turn the same " "art of preserving and imbuing life upon themselves, to alter themselves at " "whatever cost, to ultimately escape death by preserving their own mind and " "spirit.\n" "\n" "
text='Geography'
\n" "While undead lords arrived on the Great Continent in considerable numbers " "only in the wake of Haldric I, they were not completely unheard of by elves " "and dwarves before that." msgstr "" "Nemirėliai iš tikrųjų nėra vientisa būtybių rasė, nors dažnai tokia laikomi. " "Pakankamai įgudęs nekromantas gali prikelti beveik bet kokią mirusią būtybę. " "Nemirėliai didžiąja dalimi yra baisūs, bet nemąstantys tvariniai, be " "klausimų ar apmąstymų paklūstantys tam, kas juos sukūrė. Didesnė " "nekromantijos paslaptis yra kaip šie tvariniai yra išlaikomi be nuolatinių " "nekromanto pastangų. Nemirėlis nereikalauja pastovaus nekromanto dėmesio " "vadovaujant ir išlaikant, o gali dirbti autonomiškai pagal šeimininko " "įsakymus. Tik kartais, galbūt kas kelis mėnesius, nekromantas turi " "prižiūrėti savo kūrinį.\n" "\n" "Nekromantija yra beveik be išimčių apribota žmonėmis. Net magijai gabių " "rasių kaip elfai ir vandeniai legendos byloja tik apie kelis iš jų rūšies, " "kurie kada nors šniukštinėjo po juodąją magiją. Yra spėjama, kad " "nekromantinei magijai reikia didelio pritaikomumo ir lankstaus proto, " "kraštutinybės, kurios dažniausiai randamos pas žmones. Galutinis daugumos " "nekromantų tikslas yra pasinaudoti tuo pačiu gyvybės išsaugojimo ir įkvėpimo " "menu, kad pasikeistų save bet kuria kaina, galutinai pabėgtų nuo mirties " "išsaugodami tik savo protą ir dvasią.\n" "\n" "
text='Geografija'
\n" "Nors nemirėlių valdovai į Didįjį žemyną žymiais kiekiais atvyko tik Haldriko " "I pėdomis, tačiau ir prieš tai jie nebuvo visiškai negirdėti elfams ir " "dvarfams." #. [race]: id=wolf #: data/core/units.cfg:404 msgid "race^Wolf" msgstr "Vilkas" #. [race]: id=wolf #: data/core/units.cfg:405 msgid "race+female^Wolf" msgstr "Vilkė" #. [race]: id=wolf #: data/core/units.cfg:406 msgid "race^Wolves" msgstr "Vilkai" #. [race]: id=wolf #: data/core/units.cfg:407 msgid "" "Wolves are predatory canines encountered frequently in the wilderness. " "Quick, tough, and durable, a solitary wolf suffices to maim or kill " "civilians and untrained soldiers with ease, but it is their tendency to " "travel in packs and attack in an organized manner that makes them " "particularly fearsome to travelers. They tend to stay away from " "civilization, though, only occasionally venturing close to prey upon " "livestock." msgstr "" #. [race]: id=wose #: data/core/units.cfg:416 msgid "race^Wose" msgstr "Miškinis" #. [race]: id=wose #: data/core/units.cfg:417 msgid "race^Woses" msgstr "Miškiniai" #. [race]: id=wose #: data/core/units.cfg:418 msgid "" "The mighty wose resides within the deepest forests of the known world. To " "the untrained eye, the wose appears to be nothing more than an oddly shaped, " "yet noble, tree. As guardians of the forest, the woses share a connection to " "the woodlands deeper than even the elves’. While the woses are a peaceful " "race, disturbance of the ancient forests, which they tend, will incite the " "wrath of nature itself. Woses are slow moving creatures that may spend " "centuries standing in one location undisturbed by the ebb and flow of time.\n" "\n" "Although they practice no magic of their own, the woses share a deep " "connection to faerie. What little is known of this ancient race comes from " "elvish scholars who believe that this mystical power, which the mightiest " "elves have dedicated their lives to master, is inherent to the wose. Though " "woses resemble them, they share no ancestry with trees. Woses are believed " "to be some of the oldest creatures in the world, perhaps even more ancient " "than the forests in which they dwell, and it is thought that the power of " "faerie has given these beings the eternal task of serving as wardens of the " "forest.\n" "\n" "Woses are not warlike in the least and are ill-accustomed to combat. They " "will however respond with indiscriminate violence in defense of their " "forested territory. Woses are slow moving and are vulnerable away from the " "woodlands. Due to their close connection with faerie, woses are particularly " "sensitive to the arcane. The hardwood that makes the wose nigh-impervious to " "physical assault has left it grievously vulnerable to flame. Their thick " "bark and ability to harness the power of faerie to regenerate quickly when " "injured allows the wose to survive an enemy onslaught long enough to respond " "with a crushing might belied by its peaceful, plodding nature. Within its " "forest home, the wose can disappear amongst the trees and ambush even the " "best-trained elvish scout.\n" "\n" "The life span of the wose is unknown, although the most ancient members of " "this race have lived many hundreds of years and have grown to massive " "heights. It is thought that unless a wose falls in battle, it will find no " "natural end. Content to pass the centuries standing like a sentry, " "uninterested in the goings-on of the civilized world, the wose will stir " "only to march to the defense of the natural world and the forests it calls " "home." msgstr "" #: data/lua/feeding.lua:30 data/lua/feeding.lua:43 msgid "+1 max HP" msgstr "+1 maks. GT" #. [lua]: wesnoth.interface.game_display.unit_status #: data/lua/stun.lua:14 msgid "stunned: This unit is stunned. It cannot enforce its Zone of Control." msgstr "" #. [lua]: on_hit #: data/lua/stun.lua:24 #, fuzzy #| msgid "female^undead" msgid "female^stunned" msgstr "nemirėlė" #. [lua]: on_hit #: data/lua/stun.lua:26 msgid "stunned" msgstr "" #: src/help/help.cpp:207 msgid "Close" msgstr "Užverti" #: src/help/help.cpp:211 msgid "Help" msgstr "" #: src/help/help.cpp:263 src/help/help.cpp:267 #, fuzzy #| msgid "Parse error when parsing help text: " msgid "Parse error when parsing help text:" msgstr "Įvyko nagrinėjimo klaida, nagrinėjant pagalbos tekstą: " #: src/help/help_topic_generators.cpp:63 msgid "Best of" msgstr "" #: src/help/help_topic_generators.cpp:63 msgid "Worst of" msgstr "" #: src/help/help_topic_generators.cpp:160 msgid "" "Villages allow any unit stationed therein to heal, or to be cured of poison." msgstr "" #. TRANSLATORS: special note for terrains such as the oasis; the only terrain in core with this property heals 8 hp just like a village. #. For the single-hitpoint variant, the wording is different because I assume the player will be more interested in the curing-poison part than the minimal healing. #: src/help/help_topic_generators.cpp:165 msgid "" "This terrain allows units to be cured of poison, or to heal a single " "hitpoint." msgid_plural "" "This terrain allows units to heal $amount hitpoints, or to be cured of " "poison, as if stationed in a village." msgstr[0] "" msgstr[1] "" msgstr[2] "" msgstr[3] "" #: src/help/help_topic_generators.cpp:172 msgid "" "This terrain is a castle — units can be recruited onto it from a connected " "keep." msgstr "" #. TRANSLATORS: The "this terrain is a castle" note will also be shown directly above this one. #: src/help/help_topic_generators.cpp:176 msgid "" "This terrain is a keep — a leader can recruit from this hex onto connected " "castle hexes." msgstr "" #. TRANSLATORS: Special note for a terrain, but none of the terrains in mainline do this. #: src/help/help_topic_generators.cpp:179 msgid "" "This unusual keep allows a leader to recruit while standing on it, but does " "not allow a leader on a connected keep to recruit onto this hex." msgstr "" #: src/help/help_topic_generators.cpp:183 #: src/help/help_topic_generators.cpp:603 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "Special Notes:" msgid "Special Notes:" msgstr "" "\n" "\n" "Ypatingos pastabos:" #: src/help/help_topic_generators.cpp:192 #, fuzzy #| msgid "Terrains" msgid "Base Terrain: " msgstr "Reljefai" #: src/help/help_topic_generators.cpp:212 msgid "Movement properties: " msgstr "" #: src/help/help_topic_generators.cpp:216 msgid "Defense properties: " msgstr "" #: src/help/help_topic_generators.cpp:296 msgid "Level" msgstr "" #: src/help/help_topic_generators.cpp:360 #, fuzzy #| msgid "Advancement" msgid "Advances from: " msgstr "Tobulėjimas" #: src/help/help_topic_generators.cpp:362 #, fuzzy #| msgid "Advancement" msgid "Advances to: " msgstr "Tobulėjimas" #: src/help/help_topic_generators.cpp:391 msgid "Base unit: " msgstr "" #: src/help/help_topic_generators.cpp:396 msgid "Base units: " msgstr "" #: src/help/help_topic_generators.cpp:414 msgid "Variations: " msgstr "" #: src/help/help_topic_generators.cpp:438 #, fuzzy #| msgid "race^Merman" msgid "race^Miscellaneous" msgstr "Vandenis" #: src/help/help_topic_generators.cpp:440 msgid "Race: " msgstr "" #: src/help/help_topic_generators.cpp:510 #, fuzzy #| msgid "Abilities" msgid "Abilities: " msgstr "Gebėjimai" #: src/help/help_topic_generators.cpp:536 msgid "Ability Upgrades: " msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:566 msgid "HP:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:570 msgid "Moves:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:575 msgid "Vision:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:581 msgid "Jamming:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:586 msgid "Cost:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. If the translation #. uses spaces, use non-breaking spaces as appropriate for the target language to prevent #. unpleasant line breaks (issue #3256). #: src/help/help_topic_generators.cpp:590 msgid "Alignment:" msgstr "" #. TRANSLATORS: This string is used in the help page of a single unit. It uses #. non-breaking spaces to prevent unpleasant line breaks (issue #3256). In the #. translation use non-breaking spaces as appropriate for the target language. #: src/help/help_topic_generators.cpp:597 msgid "Required XP:" msgstr "" #: src/help/help_topic_generators.cpp:615 msgid "unit help^Attacks" msgstr "" #: src/help/help_topic_generators.cpp:622 msgid "unit help^Name" msgstr "" #: src/help/help_topic_generators.cpp:623 msgid "Strikes" msgstr "" #: src/help/help_topic_generators.cpp:624 msgid "Range" msgstr "" #: src/help/help_topic_generators.cpp:625 msgid "Type" msgstr "" #: src/help/help_topic_generators.cpp:626 #, fuzzy #| msgid "Weapon Specials" msgid "Special" msgstr "Ginklų ypatybės" #: src/help/help_topic_generators.cpp:701 msgid "Resistances" msgstr "" #: src/help/help_topic_generators.cpp:705 msgid "Attack Type" msgstr "" #: src/help/help_topic_generators.cpp:706 msgid "Resistance" msgstr "" #: src/help/help_topic_generators.cpp:736 #, fuzzy #| msgid "Terrain Editor" msgid "Terrain Modifiers" msgstr "Reljefo redaktorius" #: src/help/help_topic_generators.cpp:740 #, fuzzy #| msgid "Terrains" msgid "Terrain" msgstr "Reljefai" #: src/help/help_topic_generators.cpp:741 msgid "Defense" msgstr "" #: src/help/help_topic_generators.cpp:742 #, fuzzy #| msgid "Movement" msgid "Movement Cost" msgstr "Judėjimas" #: src/help/help_topic_generators.cpp:746 #, fuzzy #| msgid "" #| "\n" #| "\n" #| "
text='Defense Caps'
" msgid "Defense Cap" msgstr "" "\n" "\n" "
text='Gynybos lubos'
" #: src/help/help_topic_generators.cpp:751 msgid "Vision Cost" msgstr "" #: src/help/help_topic_generators.cpp:755 msgid "Jamming Cost" msgstr "" #, fuzzy #~| msgid "first strike" #~ msgid "first verse" #~ msgstr "pirmas smūgis" #, fuzzy #~| msgid "Second Dusk" #~ msgid "second verse" #~ msgstr "Antroji prieblanda" #~ msgid "The Battle for Wesnoth Help" #~ msgstr "Mūšio dėl Vesnoto pagalba" #, fuzzy #~| msgid " green if it hasn’t moved this turn," #~ msgid "• text='Green' if it hasn’t moved this turn." #~ msgstr " žalias, jei dar nejudėjo šį ėjimą," #, fuzzy #~| msgid " yellow if it has moved, but could still move further or attack, or" #~ msgid "" #~ "• text='Yellow' if it has moved, but could still move " #~ "further or attack." #~ msgstr " geltonas, jei judėjo, bet dar gali toliau judėti ar pulti arba" #~ msgid "TODO" #~ msgstr "Užduočių sąrašas" #~ msgid "Item Tool" #~ msgstr "Daiktų įrankis" #~ msgid "Editing Modes" #~ msgstr "Redagavimo režimai" #~ msgid "Editor Tools" #~ msgstr "Redaktoriaus įrankiai" #, fuzzy #~| msgid "" #~| "The editor provides several tools for editing your maps and scenarios. " #~| "At all times, one of the editor tools is active. The active tool's " #~| "context determines the content of the editor palette and context menu.\n" #~| "\n" #~| "These following tools are provided:\n" #~| "\n" #~| "• dst='editor_tool_paint' text='Paint Tool'\n" #~| "• dst='editor_tool_fill' text='Fill Tool'\n" #~| "• dst='editor_tool_select' text='Select Tool'\n" #~| "• dst='editor_tool_paste' text='Paste Tool'\n" #~| "• dst='editor_tool_starting' text='Starting Tool'\n" #~| "• dst='editor_tool_label' text='Label Tool'\n" #~| "• dst='editor_tool_item' text='Item Tool'\n" #~| "• dst='editor_tool_soundsource' text='Soundsource Tool'\n" #~| "• dst='editor_tool_village' text='Village Tool'\n" #~| "• dst='editor_tool_unit' text='Unit Tool'\n" #~| "\n" #~ msgid "" #~ "The editor provides several tools for editing your maps and scenarios. At " #~ "all times, one of the editor tools is active. The active tool’s context " #~ "determines the content of the editor palette and context menu.\n" #~ "\n" #~ "These tools are available in both terrain-only mode and scenario mode:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Paint Tool'\n" #~ "• dst='editor_tool_fill' text='Fill Tool'\n" #~ "• dst='editor_tool_select' text='Select Tool'\n" #~ "• dst='editor_tool_paste' text='Paste Tool'\n" #~ "• dst='editor_tool_starting' text='Starting Locations Tool'\n" #~ "\n" #~ "These tools are only available in scenario mode:\n" #~ "\n" #~ "• dst='editor_tool_label' text='Label Tool'\n" #~ "• dst='editor_tool_item' text='Item Tool'\n" #~ "• dst='editor_tool_village' text='Village Tool'\n" #~ "• dst='editor_tool_unit' text='Unit Tool'" #~ msgstr "" #~ "Redaktorius turi keletą įrankių žemėlapiams ir scenarijams redaguoti. Bet " #~ "kurie metu, vienas iš redaktoriaus įrankių yra aktyvus. Aktyvus įrankis " #~ "nustato redaktoriaus paletės ir kontekstinio meniu turinį.\n" #~ "\n" #~ "Pateikiami šie įrankiai:\n" #~ "\n" #~ "• dst='editor_tool_paint' text='Piešimo įrankis'\n" #~ "• dst='editor_tool_fill' text='Užpildymo įrankis'\n" #~ "• dst='editor_tool_select' text='Žymėjimo įrankis'\n" #~ "• dst='editor_tool_paste' text='Įklijavimo įrankis'\n" #~ "• dst='editor_tool_starting' text='Pradžios pozicijų įrankis'\n" #~ "• dst='editor_tool_label' text='Žymių įrankis'\n" #~ "• dst='editor_tool_item' text='Objektų įrankis'\n" #~ "• dst='editor_tool_soundsource' text='Garso šaltinio įrankis'\n" #~ "• dst='editor_tool_village' text='Kaimų įrankis'\n" #~ "• dst='editor_tool_unit' text='Karių įrankis'\n" #~ "\n" #~ msgid "Soundsource Tool" #~ msgstr "Garso šaltinių įrankis" #~ msgid "" #~ "Places Soundsources on your maps!\n" #~ "\n" #~ "This tool has not been implemented yet." #~ msgstr "" #~ "Padeda garso šaltinius jūsų žemėlapiuose!\n" #~ "\n" #~ "Šis įrankis dar nesukurtas." #~ msgid "Orbs" #~ msgstr "Rutuliai" #~ 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 karių, yra rutulys. Kariams, " #~ "kuriuos jūs kontroliuojate, šis rutulys yra:" #~ msgid "" #~ " red if it can no longer move or attack, or the user ended the unit’s " #~ "turn." #~ msgstr "" #~ " raudonas, jei jis daugiau negali nei judėti, nei pulti, arba žaidėjas " #~ "baigė kario ėjimą." #~ msgid " blue if the unit is an ally you do not control." #~ msgstr " mėlynas, jei karys yra draugas, kurio jūs nevaldote." #~ msgid " Enemy units have no orb on top of their energy bar." #~ msgstr " Priešo kariai neturi rutulio virš jų energijos juostos." #~ msgid "" #~ "Compared to humans, elves are somewhat taller, more agile but less " #~ "sturdy. They have slightly pointy ears, pale skin and usually blond hair. " #~ "Few differences between humans and elves are more pronounced than the " #~ "Elves’ unusually long life — most, unless claimed by illness, accident or " #~ "war, live a full two and a half centuries. While some elves possessing a " #~ "high magical aptitude have been known to live an additional full century, " #~ "most elves begin to grow physically frail at some point between 250 and " #~ "300 years of age and pass away rapidly (generally within a year or two) " #~ "thereafter.\n" #~ "\n" #~ "Elves are naturally imbued with magic to a small degree. Though most are " #~ "unable to channel it directly, its latent presence gives them their keen " #~ "senses and long life. Many elves have magic-driven talents such as " #~ "marksmanship or stealth, allowing them to achieve tasks that most normal " #~ "beings would find astonishing. Those elves that learn to wield this power " #~ "in more general ways can become truly formidable in its use. Many choose " #~ "to use their gift to heal others.\n" #~ "\n" #~ "A few elves, venturing far down the paths of magic and mysticism, become " #~ "sensitive to the presence of cold iron and can even be burned by it. " #~ "Elvish legend hints that this was more common in the far past.\n" #~ "\n" #~ "Elves spend much of their time honing their talents and skills. Those not " #~ "adept at the magical arts typically devote their time honing their " #~ "physical skills. As a result, elves excel at archery, which is perhaps " #~ "their most important method of warfare. Most elvish troops carry a bow " #~ "and no other race can rival their archers in speed and accuracy. All " #~ "elves also share an intense affection for unspoiled nature. They often " #~ "feel uncomfortable in open, unvegetated spaces. They live primarily in " #~ "the forests of the Great Continent; the Aethenwood in the southwest, " #~ "Wesmere in the northwest, and the great northern woods of which the " #~ "Lintanir Forest is the southernmost edge.\n" #~ "\n" #~ "Elves are the eldest race of the continent, with the possible exception " #~ "of trolls. Many of their settlements cannot be reliably dated, " #~ "undoubtedly having existed for over a millennium." #~ msgstr "" #~ "Lyginant su žmonėmis, elfai yra šiek tiek aukštesni, vikresni, bet mažiau " #~ "tvirti. Jie turi šiek tiek smailias ausis, blankią odą ir dažniausiai " #~ "šviesius plaukus. Mažai skirtumų tarp žmonių ir elfų yra labiau " #~ "išryškinti, nei neįprastai ilgas elfų gyvenimas – dauguma, nebent " #~ "pasiglemžti ligos, nelaimingo atsitikimo ar karo, gyvena pilnus du su " #~ "puse šimtmečius. Nepaisant to, kad yra žinoma, kad kai kurie elfai, " #~ "turintys aukštus magiškus gabumus, gyvena papildomą pilną šimtmetį, " #~ "dauguma elfų pradeda darytis fiziškai silpni kažkur tarp 250 ir 300 metų, " #~ "ir po to greitai miršta (dažniausiai per vienerius ar dvejus metus).\n" #~ "\n" #~ "Elfai yra įgimtai truputį pripildyti magijos. Nors ir dauguma nesugeba " #~ "tiesiogiai jos nukreipti, jos paslėptas buvimas duoda jiems jų aštrius " #~ "pojūčius ir ilgą gyvenimą. Daug elfų turi magija varomų gabumų, tokių, " #~ "kaip taiklus šaudymas ar slaptumas, leidžiančių jiems atlikti užduotis, " #~ "kurias paprastos būtybės laiko įspūdingomis. Tie elfai, kurie išmoksta " #~ "valdyti šią galią bendresniais būdais, gali tapti iš tikrųjų sunkiai " #~ "įveikiami ją naudojant. Daugelis pasirenka naudoti savo dovaną gydyti " #~ "kitus.\n" #~ "\n" #~ "Elfai daug savo laiko išleidžia tobulindami savo gabumus ir gebėjimus. " #~ "Tie, kurie nenusimano magiškuose menuose, paprastai skiria savo laiką " #~ "šlifuodami savo fizinius gebėjimus. Todėl elfai išsiskiria šaudyme iš " #~ "lanko, kas yra, matyt, jų svarbiausias kariavimo būdas. Dauguma elfų " #~ "karių nešiojasi lanką ir jokia kita rasė negali lygintis su jų " #~ "lankininkais greičiu ir taiklumu. Visi elfai taip pat turi nepaaiškinamą " #~ "potraukį prie nepaliestos gamtos. Jie dažnai jaučiasi nejaukiai atvirose " #~ "erdvėse be augalų. Elfai pagrinde gyvena Didžiojo žemyno miškuose; " #~ "Ėtenvude pietvakariuose, Vesmeroje šiaurės vakaruose ir didžiajame " #~ "šiauriniame miške, kurio piečiausias kraštas vadinamas Lintaniro mišku.\n" #~ "\n" #~ "Elfai yra seniausia žemyno rasė, galbūt neskaitant trolių. Daugumos iš jų " #~ "gyvenviečių amžius negali būti patikimai nustatytas, jos neabejotinai " #~ "egzistavo virš tūkstantmečio." #~ msgid "Editor Brush" #~ msgstr "Redaktoriaus teptukas" #~ msgid "Terrain Clipboard" #~ msgstr "Reljefo iškarpinė" #~ msgid "Paste Tool" #~ msgstr "Įklijavimo įrankis" #~ msgid "Paste the terrain in the clipboard" #~ msgstr "Įklijuoja reljefą iš iškarpinės" #~ msgid "Starting Tool" #~ msgstr "Pradžios įrankis" #~ msgid "" #~ "Wesnoth's Map and Scenario Editor allows users to create and edit the " #~ "maps on which every Wesnoth scenario takes place. It also provides a " #~ "limited set of features for setting up a basic scenario.\n" #~ "\n" #~ "The editor can be launched from the text='Map Editor'" #~ msgstr "" #~ "Vesnoto žemėlapių ir scenarijų redaktorius leidžia naudotojams kurti ir " #~ "keisti žemėlapius, kuriuose vyksta kiekvienas Vesnoto scenarijus. Jis " #~ "taip pat turi ribotas galimybes kurti paprastus scenarijus.\n" #~ "\n" #~ "Redaktorius gali būti paleistas nuspaudus text='Žemėlapių " #~ "redaktoriaus'" #~ msgid "" #~ " option at the title screen.\n" #~ "\n" #~ "
text='What you get'
" #~ msgstr "" #~ " mygtuką pagrindiniame meniu.\n" #~ "\n" #~ "
text='Ką gaunate'
" #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Pure Map Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Gryno žemėlapio režimas'
" #~ msgid "The editor features two separate modes of operation:" #~ msgstr "Redaktorius turi du skirtinus veikimo būdus:" #~ msgid "" #~ "\n" #~ "\n" #~ "Allows only the composing of the terrain map itself and the definition of " #~ "leader starting positions." #~ msgstr "" #~ "\n" #~ "\n" #~ "Leidžia kurti tik reljefo žemėlapį ir apibrėžti vadų pradžios pozicijas." #~ msgid "" #~ "\n" #~ "\n" #~ "
text='Scenario Mode'
" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Scenarijaus režimas'
" #~ msgid "" #~ "\n" #~ "\n" #~ "The Scenario mode allows several extra tools to be used, such as the Unit " #~ "tool. At least one side must be defined in order to use these tools, " #~ "however.\n" #~ "\n" #~ "In this mode, terrain data is stored in the map_data attribute and saved " #~ "into a file with any applicable WML." #~ msgstr "" #~ "\n" #~ "\n" #~ "Scenarijaus režimas leidžia naudoti kelis papildomus įrankius, pavyzdžiui " #~ "karių įrankį. Tačiau tam, kad būtų galima naudoti šiuos įrankius, turi " #~ "būti apibrėžta bent viena pusė.\n" #~ "\n" #~ "Šiame režime, reljefo duomenys yra išsaugojami map_data atribute ir " #~ "įrašomi į failą kartu su reikiamu WML kodu." #~ msgid "Scenario Format" #~ msgstr "Scenarijaus formatas" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Creator Resources'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Cores" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kūrėjo resursai'
" #, fuzzy #~| msgid "race^Orc" #~ msgid "race^Roc" #~ msgstr "Orkas" #, fuzzy #~| msgid "race+female^Orc" #~ msgid "race+female^Roc" #~ msgstr "Orkė" #, fuzzy #~| msgid "race^Orcs" #~ msgid "race^Rocs" #~ msgstr "Orkai" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Pure Map Mode'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Pure Map Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Gryno žemėlapio režimas'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Scenario Mode'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Scenario Mode" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Scenarijaus režimas'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Chance to Hit'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Chance to Hit" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Šansas pataikyti'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Basic Terrain Types'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Pagrindiniai reljefo tipai'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Mixed Terrain Types'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Mixed Terrain Types" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Mišrūs reljefo tipai'
" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Basic Terrain Types'
\n" #~| "\n" #~ msgid "" #~ "\n" #~ "\n" #~ "Basic Terrain Types\n" #~ "\n" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Pagrindiniai reljefų tipai'
\n" #~ "\n" #, fuzzy #~| msgid "" #~| "\n" #~| "\n" #~| "
text='Campaigns and Scenarios'
" #~ msgid "" #~ "\n" #~ "\n" #~ "Campaigns and Scenarios" #~ msgstr "" #~ "\n" #~ "\n" #~ "
text='Kampanijos ir scenarijai'
" #, fuzzy #~| msgid "race^Merman" #~ msgid "race^Mermen" #~ msgstr "Vandenis" #~ msgid "This race does not have a description yet." #~ msgstr "Ši rasė dar neturi aprašymo."