wesnoth/po/wesnoth-help/lv.po
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# #-#-#-#-# wesnoth.cpp1.po (Battle for Wesnoth VERSION) #-#-#-#-#
# Latvian translations for Battle for Wesnoth package.
# Copyright (C) 2008 Wesnoth development team
# This file is distributed under the same license as the Battle for Wesnoth package.
# Automatically generated, 2008.
#
msgid ""
msgstr ""
"Project-Id-Version: Battle for Wesnoth 1.9.10+dev\n"
"Report-Msgid-Bugs-To: https://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2024-09-17 21:18-0500\n"
"PO-Revision-Date: 2015-08-08 15:21+0300\n"
"Last-Translator: Gvido Bruveris <huhims@gmail.com>\n"
"Language-Team: none\n"
"Language: lv_LV\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n != 0 ? 1 : "
"2);\n"
"X-Generator: Poedit 1.8.2\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 "Pazeme"
#. [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 "nedzīvs"
#. [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 "bezbailīgs"
#. [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 "mēris"
#. [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 "
"doesnt work on Undead or units in villages."
msgstr ""
"Kad vienību nogalina sērga, tā tiek aizstāta ar staigājošu līķi, kas ir "
"uzbrucēja pusē. Tas nestrādā uz nedzīvajiem un vienībām ciemos."
#. [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 "izturīgs"
#. [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 "izturīga"
#. [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 "izgaismotāja"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:674
#: data/core/macros/abilities.cfg:9
msgid "heals +4"
msgstr "dziedē +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 "dziedē +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 ""
"Gājiena sākumā vienība dziedēs savus sabiedrotos.\n"
"\n"
"Vienība, par kuru rūpējas šis dziednieks var atveseļoties līdz pat 4 "
"veselības punktiem gājienā, vai apturēt indes ietekmi tajā gājienā.\n"
"Dziednieks nevar izārstēt saindētu vienību no indes, ja vēlies izārstēt indi "
"- cīnītājs ir jāsūta uz ciematu, vai pie vienības kurai ir pretinde."
#. [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 " Šī vienība ir spējīga veikt pamata dziedināšanu."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:698
#: data/core/macros/abilities.cfg:35
msgid "heals +8"
msgstr "dziedē +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 "dziedē +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 dziednieks apvieno augu ārstniecības līdzekļus un maģiju, lai dziedētu "
"cīnītājus ātrāk kā parasti.\n"
"\n"
"Cīnītājs, par kuru rūpējas šis dziednieks var atveseļoties līdz pat 8 "
"veselības punktiem gājienā, vai apturēt indes ietekmi tajā gājienā.\n"
"Dziednieks nevar izārstēt indi, cīnītājam jāmeklē aprūpe ciematā, vai pie "
"vienības kurai ir pretinde."
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:728
#, fuzzy
#| msgid "heals +4"
msgid "heals +12"
msgstr "dziedē +4"
#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:729
#, fuzzy
#| msgid "female^heals +4"
msgid "female^heals +12"
msgstr "dziedē +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 dziednieks apvieno augu ārstniecības līdzekļus un maģiju, lai dziedētu "
"cīnītājus ātrāk kā parasti.\n"
"\n"
"Cīnītājs, par kuru rūpējas šis dziednieks var atveseļoties līdz pat 8 "
"veselības punktiem gājienā, vai apturēt indes ietekmi tajā gājienā.\n"
"Dziednieks nevar izārstēt indi, cīnītājam jāmeklē aprūpe ciematā, vai pie "
"vienības kurai ir pretinde."
#. [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 " Šī vienība ir spējīga dziedēt un izārstēt no indes."
#. [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 "teleportētājs"
#. [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 "atjaunojas"
#. [chance]
#. [trait]: id=healthy
#: data/campaigns/World_Conquest/resources/data/training.cfg:257
#: data/core/macros/traits.cfg:229
msgid "Always rest heals"
msgstr "Atpūta vienmēr dziedē"
#. [chance]
#. [damage]: id=backstab
#: data/campaigns/World_Conquest/resources/data/training.cfg:438
#: data/core/macros/weapon_specials.cfg:21
msgid "backstab"
msgstr "uzbrūk no muguras"
#. [chance]
#. [dummy]: id=feeding
#: data/campaigns/World_Conquest/resources/data/training.cfg:500
#: data/core/macros/abilities.cfg:389
msgid "feeding"
msgstr "sūcējs"
#. [chance]
#. [leadership]: id=leadership
#: data/campaigns/World_Conquest/resources/data/training.cfg:527
#: data/core/macros/abilities.cfg:199
msgid "leadership"
msgstr "vadītājs"
#. [hides]: id=ambush
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:12
#: data/core/macros/abilities.cfg:285
msgid "ambush"
msgstr "ložņa"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:15
#, fuzzy
#| msgid "Caste"
msgid "Castle"
msgstr "Kasta"
#: 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 "maskējas"
#. [drains]: id=drains
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:24
#: data/core/macros/weapon_specials.cfg:166
msgid "drains"
msgstr "izsūkšana"
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:27
#, fuzzy
#| msgid "first strike"
msgid "firststrike"
msgstr "pirmais trieciens"
#: 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 "snaipers"
#: 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 "nakts ložņa"
#. [poison]: id=poison
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:51
#: data/core/macros/weapon_specials.cfg:188
msgid "poison"
msgstr "inde"
#: 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 "nenotverams"
#. [slow]: id=slow
#: data/campaigns/World_Conquest/resources/strings/mainline.cfg:63
#: data/core/macros/weapon_specials.cfg:64
msgid "slows"
msgstr "sapīšana"
#: 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 "ārstē"
#. [section]: id=editor
#: data/core/editor/help.cfg:5
msgid "Map and Scenario Editor"
msgstr ""
#. [section]: id=editor_mode_terrain
#. [topic]: id=..editor_mode_terrain
#: data/core/editor/help.cfg:13 data/core/editor/help.cfg:377
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Editor"
msgstr "Apvidus modifikatori"
#. [section]: id=editor_mode_scenario
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:20 data/core/editor/help.cfg:389
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Scenario Editor"
msgstr "Apvidus modifikatori"
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:28
msgid "Paint Tool"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:29
msgid ""
"Paint terrain tiles on the map.\n"
"\n"
"The paint tool utilizes the brush sizes and the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay).\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_paint
#: data/core/editor/help.cfg:41
msgid "Paint single hexes."
msgstr ""
#. [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 ""
#. [topic]: id=editor_tool_fill
#: data/core/editor/help.cfg:53
msgid ""
"Fill continuous regions of terrain with a different one.\n"
"\n"
"The fill tool utilizes the terrain palette.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: If a base terrain is selected, change the base without "
"changing the overlay. If an overlay is selected, change the overlay without "
"changing the base.\n"
"• Control+mouse click: Select the terrain under the mouse cursor, as if it "
"had been selected on the terrain palette (picks up both base and overlay)."
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:67
msgid "Select Tool"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:68
msgid ""
"Selects a set of hex fields, for use with with the cut, copy and fill-"
"selection buttons below the menu bar.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Shift+mouse click: Magic Wand mode, select the hex under the mouse "
"cursor, and adjoining hexes of the same terrain type.\n"
"• Control+mouse click: Unselect hexes.\n"
"\n"
"<bold>text='Brush Sizes'</bold>\n"
"\n"
"The selected brush changes the size of the tool:"
msgstr ""
#. [topic]: id=editor_tool_select
#: data/core/editor/help.cfg:78
msgid "Select single hexes."
msgstr ""
#. [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 "
"<ref>dst='editor_tool_select' text='Select Tool'</ref>.\n"
"\n"
"The paste tool shows an outline of the clipboard, which can be pasted with a "
"mouse-click. Only the outline is shown, but mistakes can be corrected with "
"the undo function, which is bound to both Control+Z and to the same key as "
"the in-game undo function.\n"
"\n"
"The paste tool also has some clipboard-manipulation functions:"
msgstr ""
#. [topic]: id=editor_tool_paste
#: data/core/editor/help.cfg:97
msgid "Rotate clockwise by 60°."
msgstr ""
#. [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
msgid "Starting Locations Tool"
msgstr ""
#. [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 <ref>dst='.."
"editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='.."
"editor_mode_scenario' text='Scenario Editor'</ref> 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 "
"Filters <italic>text='location_id='</italic>. Player starts can also be "
"accessed from WML using <italic>text='location_id=1'</italic>, "
"<italic>text='location_id=2'</italic>, etc — use only the number, without "
"adding “Player ” in front of the number.\n"
"\n"
"<bold>text='Keyboard Modifiers'</bold>\n"
"\n"
"• Control+mouse click on a hex that already has a location: select that "
"location for placing with a subsequent mouse click, as if it was selected in "
"the editor palette."
msgstr ""
#. [topic]: id=editor_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 palettes "
"“special” group."
msgstr ""
#. [topic]: id=editor_terrain_overlays
#. The images here have text, while they could be translated I assume editor-only images wont be.
#. In English the text is “IO” for impassable and “UO” for unwalkable.
#: data/core/editor/help.cfg:134
msgid ""
"editor^<bold>text='Movement Overlays'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor."
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
"png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> "
"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 wont be.
#. In English these images are the literal text “Castle overlay” and “Keep overlay”.
#: data/core/editor/help.cfg:143
msgid ""
"editor^<bold>text='Castle Overlays'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor."
"png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green."
"png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</"
"img>\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. Its 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 wont be.
#. In English this image is the literal text “Village overlay”.
#: data/core/editor/help.cfg:154
msgid ""
"editor^<bold>text='Village Overlay'</bold>\n"
"\n"
"<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-"
"editor.png~O(0.5))' align=here box=yes</img>\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^<bold>text='Fake Shroud'</bold>\n"
"\n"
"<img>src=terrain/void/shroud-editor.png align=left box=yes</img>\n"
"\n"
"Fake Shroud looks like an unexplored area, even in scenarios that have "
"shroud disabled and even when the players units can see the hex."
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:172
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Elevation Graphics"
msgstr "Apvidus modifikatori"
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:173
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 palettes “elevation” group."
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:176
msgid "editor^<bold>text='Direct Overlays'</bold>"
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:178
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:183
msgid "editor^<bold>text='Elevation Floodfill'</bold>"
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:185
msgid "Raised elevation on-map marker"
msgstr ""
#. [topic]: id=editor_terrain_elevation
#: data/core/editor/help.cfg:186
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:193
msgid ""
"editor^<bold>text='How to Use'</bold>\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:204
msgid ""
"editor^<format>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 "
"</format>"
msgstr ""
#. [topic]: id=editor_deprecated_overlay
#: data/core/editor/help.cfg:210
#, fuzzy
#| msgid "Base Terrain: "
msgid "Deprecated Terrain"
msgstr "Bāzes Apvidus: "
#. [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 doesnt expect the image to be translated.
#. The Xol and ^Efs terrains help pages arent 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 wont link to it.
#: data/core/editor/help.cfg:213
msgid ""
"editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor."
"png)' align=left box=yes</img>The magenta D (for “Deprecated”).\n"
"\n"
"This is shown in the editor over deprecated terrain codes. Examples are:\n"
"• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</"
"ref>,\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 thats only shown "
"in the editor, describing the deprecation and the recommended replacements."
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:226
msgid "Label Tool"
msgstr ""
#. [topic]: id=editor_tool_label
#: data/core/editor/help.cfg:227
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 WMLs <italic>text='[label]'</italic> tag."
msgstr ""
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:242
msgid "Item Tool (Scenery Tool)"
msgstr ""
#. [topic]: id=editor_tool_scenery
#: data/core/editor/help.cfg:243
msgid ""
"The Item Tool allows placing decorations such as windmills, bookcases and "
"monoliths. Multiple items can be placed on the same hex.\n"
"\n"
"• Left-click will place a decoration on the clicked hex.\n"
"• Right-click will remove the decoration.\n"
"\n"
"<bold>text='Note:'</bold> the tool doesnt support undo.\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 WMLs "
"<italic>text='[item]'</italic> tag."
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:259
msgid "Village Ownership Tool"
msgstr ""
#. [topic]: id=editor_tool_village
#: data/core/editor/help.cfg:260
msgid ""
"This tool assigns ownership of villages at the start of a scenario. The "
"villages must first be placed on the terrain with the "
"<ref>dst='editor_tool_paint' text='Paint Tool'</ref>.\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 <italic>text='[village]'</italic> tags to the "
"appropriate <italic>text='[side]'</italic>."
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:274
msgid "Unit Tool"
msgstr ""
#. [topic]: id=editor_tool_unit
#: data/core/editor/help.cfg:275
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 "
"<italic>text='[unit]'</italic> tags to the appropriate "
"<italic>text='[side]'</italic>."
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:290
msgid "Named Areas"
msgstr ""
#. [topic]: id=editor_named_area
#: data/core/editor/help.cfg:291
msgid ""
"This tool creates sets of tiles that can be used in WML scripts Standard "
"Location Filters (a concept explained in detail on the Wiki), by using the "
"areas id in the filters <italic>text='area='</italic> 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 <ref>dst='editor_tool_select' text='select tool'</"
"ref>\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 "
"<italic>text='[time_area]'</italic> tags to the scenario. Although the tags "
"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:312
msgid "Playlist Manager"
msgstr ""
#. [topic]: id=editor_playlist
#: data/core/editor/help.cfg:313
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 "
"<italic>text='[music]'</italic> tags to the scenario."
msgstr ""
#. [topic]: id=editor_addon_id
#: data/core/editor/help.cfg:324
#, fuzzy
#| msgid "Using Add-ons"
msgid "Change Add-on ID"
msgstr "Papildinājumu lietošana"
#. [topic]: id=editor_addon_id
#: data/core/editor/help.cfg:325
msgid ""
"Allows changing the ID of an add-on, which is the name of the folder its "
"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:334
msgid "Add-on Publishing Editor"
msgstr ""
#. [topic]: id=editor_pbl_editor
#: data/core/editor/help.cfg:335
msgid ""
"Allows setting up an add-ons _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:343
msgid "Map/Scenario Editor"
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:344
msgid ""
"Wesnoths 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 <italic>text='Map Editor'</italic> "
"option at the title screen.\n"
"\n"
"<header>text='Editing Modes'</header>\n"
"\n"
"The editor features two modes of operation: terrain mode and scenario mode.\n"
"\n"
"The <ref>dst='..editor_mode_terrain' text='Terrain Mode'</ref> is similar to "
"a simple paint application, with tools to <ref>dst='editor_tool_paint' "
"text='paint'</ref>, <ref>dst='editor_tool_fill' text='fill'</ref>, "
"<ref>dst='editor_tool_select' text='select (and copy)'</ref>, and "
"<ref>dst='editor_tool_paste' text='paste'</ref>. It also has the tool for "
"setting the leaders <ref>dst='editor_tool_starting' text='starting "
"locations'</ref>.\n"
"\n"
"The <ref>dst='..editor_mode_scenario' text='Scenario Mode'</ref>, in "
"addition to the tools available in terrain mode, adds support for adding "
"<ref>dst='editor_tool_label' text='labels'</ref>, "
"<ref>dst='editor_tool_scenery' text='scenery items'</ref>, "
"<ref>dst='editor_tool_unit' text='units'</ref> in addition to the leader, "
"and assigning <ref>dst='editor_tool_village' text='village ownership'</ref> "
"at the start of the scenario. Theres also a <ref>dst='editor_playlist' "
"text='playlist manager'</ref> for the music."
msgstr ""
#. [topic]: id=..editor
#: data/core/editor/help.cfg:356
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:358
msgid ""
"<header>text='What you do *not* get'</header>\n"
"\n"
"• Exactly the same map rendering as in-game\n"
"\n"
"The map wont 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 scenarios 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:378
msgid ""
"The terrain editors 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 "
"<ref>dst='editor_palette' text='Palette'</ref>.\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:390
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 scenarios events."
msgstr ""
#. [topic]: id=..editor_mode_scenario
#: data/core/editor/help.cfg:392
msgid ""
"<header>text='Checking whether the editor is in scenario mode'</header>\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:399
msgid ""
"<header>text='Entering scenario mode'</header>\n"
"\n"
"To start a new map in scenario mode, choose “New Scenario” from the “File” "
"menu.\n"
"\n"
"If youre 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:407
msgid ""
"<header>text='The files: .map and .cfg'</header>\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:419
msgid "Using a separate file for WML events"
msgstr ""
#. [topic]: id=editor_separate_events_file
#: data/core/editor/help.cfg:420
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-ons file structure could look like "
"this:\n"
"\n"
"<header>text='Example'</header>\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-ons 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:443
msgid "Editor Mask Usage"
msgstr ""
#. [topic]: id=editor_masks
#: data/core/editor/help.cfg:444
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:452
#, fuzzy
#| msgid "Time of Day"
msgid "ToD and Schedule Editor"
msgstr "Diennakts laiks"
#. [topic]: id=editor_time_schedule
#: data/core/editor/help.cfg:453
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 "
"<ref>dst='editor_named_area' text='time areas'</ref>."
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:464
msgid "Editor Palette"
msgstr ""
#. [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:466
msgid ""
"The editor palette contains the applicable items you may use with the "
"currently selected tool. For example, the Paint tool will display a full "
"list of all available terrains, and the unit tool will provide a list of "
"available units. When using the Starting Locations Tool, the palette changes "
"to a list of “Player 1”, “Player 2”, etc.\n"
"\n"
"<bold>text='Filter'</bold>\n"
"\n"
"There is a filter function to show only a subset of the available items — "
"this is the leftmost of the four buttons at the top of the palette, and the "
"graphic changes depending on what is selected. Examples:"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:471
msgid "Show all kinds of terrain"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:472
msgid "Show only water terrains"
msgstr ""
#. [topic]: id=editor_palette
#: data/core/editor/help.cfg:473
msgid "Show only villages"
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:485
msgid "Wesnoth Map Format"
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:486
msgid "Wesnoth stores its maps in human readable plain text files."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:488
msgid ""
"<header>text='Native'</header>\n"
"\n"
"A map file consists of rows with comma separated terrain code strings. The "
"only non-terrain information provided by the map syntax is the set of "
"locations created by the <ref>dst='editor_tool_starting' text='Starting "
"Locations Tool'</ref>. The files can be edited with a general purpose text "
"editor like notepad.\n"
"\n"
"These files can be used directly for multiplayer games, the number of "
"players is automatically determined by the number of starting positions. "
"When saved in the default directory, the map can be found in the “Custom "
"Maps” game type of the multiplayer “Create Game” dialog; you may need to "
"refresh the cache (press F5 on the title screen) before a newly-created map "
"appears.\n"
"\n"
"These files can be used in a scenarios .cfg file, with the scenarios WML "
"providing additional information such as teams, custom events, and complex "
"side setups. The .cfg file loads the map file with either of:\n"
"\n"
"• map_file=maps/01_First_Map.map <italic>text='— supported since Wesnoth "
"1.14'</italic>\n"
"• map_data=\"{maps/01_First_Map.map}\" <italic>text='— a WML preprocessor "
"include'</italic>\n"
"\n"
"The <italic>text='map_file'</italic> method is preferred over using a "
"preprocessor include."
msgstr ""
#. [topic]: id=editor_map_format
#: data/core/editor/help.cfg:501
msgid ""
"<header>text='Embedded'</header>\n"
"\n"
"The map data can stored as part of a scenarios .cfg file, directly in the "
"<italic>text='map_data'</italic> attribute. In other words, in the place "
"that the preprocessor would include it when using the preprocessor-include "
"method.\n"
"\n"
"<header>text='Using Embedded Format in Terrain Mode'</header>\n"
"\n"
"If you are editing the map and not using the Scenario Mode support, then "
"its 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:509
msgid ""
"<header>text='Files created by the Scenario Editor'</header>\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 <ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
"ref> 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 "Dziļi pazemē"
#. [editor_times]: id=indoors
#. [time]: id=indoors
#: data/core/editor/time-of-day.cfg:53 data/core/macros/schedules.cfg:104
msgid "Indoors"
msgstr "Iekštelpās"
#. [section]: id=encyclopedia
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:5 data/core/encyclopedia/_main.cfg:12
msgid "Encyclopedia"
msgstr "Enciklopēdija"
#. [topic]: id=..encyclopedia
#: data/core/encyclopedia/_main.cfg:14
#, fuzzy
#| msgid "<ref>dst='..geography' text='Geography'</ref>"
msgid ""
"<ref>dst='..calendar' text='Calendar'</ref>\n"
"<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Ģeogrāfija'</ref>"
#. [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 Wesnothian calendar is composed of 12 months. These are, in "
"order:\n"
"\n"
"Whitefire\n"
"Bleeding Moon\n"
"Scatterseed\n"
"Deeproot\n"
"Scryers Bloom\n"
"Thorntress\n"
"Summit Star\n"
"Kindlefire\n"
"Stillseed\n"
"Reapers Moon\n"
"Verglas Bloom\n"
"Blackfire\n"
"\n"
"The Wesnothian calendar begins with the founding of Wesnoth in the year 1 YW "
"(Year of Wesnoth). Years before that are counted based on the number of "
"years before the founding of Wesnoth using BW (Before Wesnoth). After the "
"Fall of Wesnoth dates use AF (After the Fall)."
msgstr ""
#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:12
#: data/core/encyclopedia/geography.cfg:19
msgid "Geography"
msgstr "Ģeogrāfija"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
msgid "Arkan-thoria"
msgstr "Arkan-torija"
#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:27
msgid ""
"A river rising in the <ref>dst='heart_mountains' text='Heart Mountains'</"
"ref> and running east to the Listra."
msgstr ""
"Upe, kas sākas <ref>dst='heart_mountains' text='Sirds kalnos'</ref> un tek "
"uz austrumiem no Listras."
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:32
#, fuzzy
#| msgid "Great Ocean"
msgid "Great River"
msgstr "Dižais okeāns"
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:33
#, fuzzy
#| msgid ""
#| "The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
#| "Wesnoth'</ref> lies. Its west coast is surrounded by the "
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgid ""
"The Great River forms the boundary between the <ref>dst='kingdom_wesnoth' "
"text='Kingdom of Wesnoth'</ref> and the <ref>dst='northlands' "
"text='Northlands'</ref>. It empties to the <ref>dst='great_ocean' "
"text='ocean'</ref> at <ref>dst='elensefar' text='Elensefar'</ref>."
msgstr ""
"Kontinents, uz kura atrodas <ref>dst='kingdom_wesnoth' text='Vesnotas "
"karaļvalsts'</ref>. Tā rietumu krastu ieskauj <ref>dst='great_ocean' "
"text='Dižais okeāns'</ref>."
#. [topic]: id=great_river
#: data/core/encyclopedia/geography.cfg:35
msgid ""
"The Ford of Abez is a crossing between Wesnoth and the Northlands, and is "
"the westernmost point where the Great River can be crossed without ships."
msgstr ""
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:40
msgid "Great Ocean"
msgstr "Dižais okeāns"
#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:41
#, fuzzy
#| msgid ""
#| "Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
#| "and all rivers eventually flow to it. Far to the west in the the Great "
#| "Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</"
#| "ref>."
msgid ""
"Lies to the west of the <ref>dst='great_continent' text='continent'</ref> "
"and all rivers eventually flow to it. Far to the west in the Great Ocean is "
"a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
msgstr ""
"Atrodas <ref>dst='great_continent' text='kontinenta'</ref> rietumos, un "
"visas upes plūst uz to. Tālu rietumos Dižajā okeānā ir milzīgs arhipelāgs, "
"kuru sauc par <ref>dst='morogor' text='Morogoru'</ref>."
#. [topic]: id=great_ocean
#. Great Ocean
#: data/core/encyclopedia/geography.cfg:45
msgid ""
"The Drakes once called this ocean the World Ocean. They believe it to extend "
"in every direction from Morogor until eventually flowing into the abyss as "
"an immense waterfall at the edge of the world."
msgstr ""
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:50
msgid "Morogor"
msgstr "Morogora"
#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:51
#, fuzzy
#| msgid ""
#| "Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
#| "Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> "
#| "and east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
#| "It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
#| "The central island of the archipelago is also called Morogor."
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> east of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"west of the <ref>dst=great_continent text='Great Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called Morogor."
msgstr ""
"Arhipelāgs, kas atrodas kaut kur <ref>dst='great_ocean' text='Dižajā "
"okeānā'</ref>, rietumos no <ref>dst='green_isle' text='Zaļās salas'</ref> un "
"austrumos no <ref>dst=old_continent text='Vecā kontinenta'</ref>.\n"
"To apdzīvo pārsvarā <ref>dst='..race_drake' text='dreiki'</ref>.\n"
"Arhipelāga centrālo salu arī sauc pat Morogoru."
#. [topic]: id=morogor
#. Geography of Morogor
#: data/core/encyclopedia/geography.cfg:57
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Mount Morogor: An active volcanic mountain in the central island of "
"Morogor."
msgstr ""
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:63
msgid "Green Isle"
msgstr "Zaļā sala"
#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:64
#, fuzzy
#| msgid ""
#| "A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
#| "ref>."
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</"
"ref>, formerly home to the Islefolk and Wesfolk."
msgstr ""
"Viena no lielākajām <ref>dst='great_ocean' text='Dižā okeāna'</ref> salām."
#. [topic]: id=green_isle
#. Geography of the Green Isle
#: data/core/encyclopedia/geography.cfg:68
msgid ""
"<header>text='Notable cities:'</header>\n"
" • Southbay: The capital of the largest Islefolk Kingdom.\n"
" • Clearwater Port: The second largest Islefolk city and the location of "
"a major port.\n"
" • Stormvale: A major Islefolk kingdom once ruled by the ancestors of "
"Haldric I.\n"
" • Jevyans Haven: The Wesfolk capital and home of the famous lich-lord "
"Jevyan.\n"
" • Blackmore: A small Wesfolk settlement."
msgstr ""
#. [topic]: id=green_isle
#. Geography of the Green Isle
#: data/core/encyclopedia/geography.cfg:77
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Broken Mountains: A mighty mountain range that cuts through the Green "
"Isle.\n"
" • Oldwood: A mysterious wood inhabited by some woses.\n"
" • Swamp of Esten: A small swamp located east of the Broken Mountains."
msgstr ""
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:85
msgid "Old Continent"
msgstr "Vecais kontinents"
#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:86
#, fuzzy
#| msgid ""
#| "Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
#| "<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> and the "
"<ref>dst='green_isle' text='Green Isle'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>. It is the original homeland "
"of both humans and orcs."
msgstr ""
"Atrodas <ref>dst='morogor' text='Morogoras'</ref> rietumos aiz "
"<ref>dst='great_ocean' text='Dižā okeāna'</ref>."
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:91
msgid "Great Continent"
msgstr "Dižais kontinents"
#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:92
msgid ""
"The continent on which the <ref>dst='kingdom_wesnoth' text='Kingdom of "
"Wesnoth'</ref> lies. Its west coast is surrounded by the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Kontinents, uz kura atrodas <ref>dst='kingdom_wesnoth' text='Vesnotas "
"karaļvalsts'</ref>. Tā rietumu krastu ieskauj <ref>dst='great_ocean' "
"text='Dižais okeāns'</ref>."
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:97
msgid "Irdya"
msgstr "Irduja"
#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:98
msgid ""
"The name of the world in which the kingdom of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref> is situated is Irdya. This term is, however, only "
"rarely used in the era depicted by the main map. People normally just say "
"“the world” or, poetically, “the wide green world”."
msgstr ""
"Pasauli, kurā atrodas <ref>dst='kingdom_wesnoth' text='Vesnota'</ref>, sauc "
"par Irduju. Tomēr šis vārds tiek reti lietots ērā, kuru attēlo galvenā "
"karte. Cilvēki parasti to sauc vienkārši par “pasauli” vai poētiski par "
"“plaši zaļo pasauli”."
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:103
msgid "Kingdom of Wesnoth"
msgstr "Vesnotas karaļvalsts"
#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:104
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the "
"<ref>dst='great_river' text='Great River'</ref> to the north, the shore of "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Aethenwood to "
"the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the Bitter "
"Swamp to the southeast.\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension."
msgstr ""
#. [topic]: id=kingdom_wesnoth
#. Geography of Wesnoth
#: data/core/encyclopedia/geography.cfg:110
msgid ""
"<header>text='Notable cities:'</header>\n"
" • Weldyn: The capital of Wesnoth.\n"
" • Aldril: City lying on the Bay of Pearls.\n"
" • Blackwater Port: City lying south of the Bay of Pearls.\n"
" • Carcyn: Located between the Grey Woods and the Great River.\n"
" • DanTonk: Wesnoths 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 DanTonk, exerts control over the "
"wilderness country around the east of the Brown Hills and north to the Ford "
"of Abez.\n"
" • Westin: A small yet important town in Kerlath, a province of Southern "
"Wesnoth. The old Citadel of Westin can be found there."
msgstr ""
#. [topic]: id=kingdom_wesnoth
#. Geography of Wesnoth
#: data/core/encyclopedia/geography.cfg:123
#, fuzzy
#| msgid ""
#| "The Kingdom of Wesnoth is located in the north-central portion of the "
#| "<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
#| "mainline campaigns revolve around it. It is bounded on the map by the "
#| "Great River to the north, the shore of the Great Ocean to the west, the "
#| "Aethenwood to the <ref>dst='southwest_elven_lands' text='southwest'</"
#| "ref>, and the Bitter Swamp to the southeast (lower right corner of the "
#| "main map).\n"
#| "\n"
#| "Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier "
#| "region. It is bounded to the south (off-map) by dense woods of which the "
#| "Aethenwood may be considered a northernmost extension.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Weldyn: The capital of Wesnoth.\n"
#| " ◦ Aldril: City lying on the Bay of Pearls.\n"
#| " ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
#| " ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
#| " ◦ DanTonk: Wesnoths 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 DanTonk, exerts control "
#| "over the wilderness country around the east of the Brown Hills and north "
#| "to the Ford of Abez.\n"
#| "\n"
#| " • Notable land features:\n"
#| " ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
#| " ◦ Ford of Abez: Shallow part of the Great River, it is usually "
#| "controlled by Wesnothian forces\n"
#| " ◦ Weldyn River: It branches from the Great River and goes "
#| "south\n"
#| " ◦ Great Central Plain: Area bounded by Weldyn, DanTonk, and "
#| "Fort Tahn, this plain is Wesnoths bread basket and home to most of its "
#| "population\n"
#| " ◦ Dulatus Hills: These rolling hills bordering the Great "
#| "Central Plain provide much of Wesnoths 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 Glyns 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 "
#| "Kingdoms control is tenuous at best and banditry is common.\n"
#| " ◦ Glyns Forest: Sometimes known as the Royal Forest, named for "
#| "one of Haldric IIs sons\n"
#| " ◦ Gray Woods: Large forest in the heart of the wilds of "
#| "Wesnoth, located between Carcyn and Aldril and generally considered to be "
#| "haunted\n"
#| " ◦ Green Swamp: Large swamp in the heart of the wilds of "
#| "Wesnoth, south of Aldril. It receives drainage from the Brown Hills and "
#| "feeds into the Great River. (Not shown on the main map.)"
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Gryphon Mountain: Home of the fabled Gryphons.\n"
" • Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces.\n"
" • Weldyn River: It branches from the Great River and goes south.\n"
" • Great Central Plain: Area bounded by Weldyn, DanTonk, and Fort Tahn, "
"this plain is Wesnoths bread basket and home to most of its population.\n"
" • Dulatus Hills: These rolling hills bordering the Great Central Plain "
"provide much of Wesnoths 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 Glyns Forest to the west and the River Weldyn to the east; the "
"southern reach merges into the Central Plain. Home of the powerful Horse "
"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 Kingdoms control is "
"tenuous at best and banditry is common.\n"
" • Glyns Forest: Sometimes known as the Royal Forest, named for one of "
"Haldric IIs 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.\n"
" • Isle of Alduin: An important island off the coast of Wesnoth home to "
"the Great Academy of Magic, where many of Wesnoths greatest mages were "
"trained.\n"
" • Green Swamp: Large swamp on the banks of the Great River northeast of "
"the Grey Woods."
msgstr ""
"Vesnotas karaļvalsts atrodas centrālajā un ziemeļu "
"<ref>dst='great_continent' text='Dižā kontinenta'</ref> daļā. Lielākā daļa "
"no galvenajām kampaņām norisinās ap to. Uz kartes to ierobežo Dižā upe "
"ziemeļos, Dižā okeāna krasts rietumos, Eitenvuda "
"<ref>dst='southwest_elven_lands' text='dienvidrietumos'</ref> un Skumjais "
"purvs dienvidaustrumos (apakšējais labais kartes stūris).\n"
"\n"
"Pār Eitenas upi, dienvidos no Tahna forta, ir Vesnotas priekšējais reģions. "
"Dienvidos (nav uz kartes) to ierobežo biezi meži, no kuriem Eitenvudu var "
"uzskatīt par galējo ziemeļu daļu.\n"
"\n"
" • Ievērojamas pilsētas:\n"
" ◦ Veldūna: Vesnotas galvaspilsēta.\n"
" ◦ Aldrila: Pilsēta Pērļu līcī.\n"
" ◦ Melnūdens ports: Pilsēta dienvidos no Pērļu līča.\n"
" ◦ Karkūna: Atrodas starp Dižajiem mežiem un Dižo upi.\n"
" ◦ DanTonka: Vesnotas lielākā pilsēta; atrodas karaļvalsts centrā, "
"ziemeļrietumos no Veldūnas.\n"
" ◦ Soradoka: Vesnotas ziemeļu gala tālākais postenis; kontrolē "
"Veldūnas upes un Dižās upes sateku.\n"
" ◦ Tahna forts: Galējais postenis dienvidos; kontrolē ziemeļu/"
"dienvidu ceļu, kas šķērso Eitenas upi.\n"
" ◦ Tata: Nozīmīga nocietināta pilsēta ziemeļos no DanTonkas; tās "
"kontrolē ir mežonīgā zeme ap austrumiem no Brūnajiem pakalniem un ziemeļos "
"uz Abeza braslu.\n"
"\n"
" • Ievērojami zemes veidojumi:\n"
" ◦ Grifu kalni: Teiksmaino Grifu mājas.\n"
" ◦ Abeza brasls: Sekla daļa Dižajā upē. Parasti to kontrolē "
"vesnotiešu spēki.\n"
" ◦ Veldūnas upe: Tā atzarojas no Dižās upes un plūst uz "
"dienvidiem.\n"
" ◦ Dižais centrālais līdzenums: Apgabals, kuru ierobežo Veldūna, "
"DanTonka un Tahna forts. Šis līdzenums ir Vesnotas maizes klēts un mājas "
"lielākajai daļai iedzīvotāju.\n"
" ◦ Dulatusa pakalni: Šie Dižā centrālā līdzenuma pierobežas pauguri "
"nodrošina lielu daļu Vesnotas ganāmpulku un lauku.\n"
" ◦ Brūnie pakalni: Tuksneši ap Grifu kalnu, kuri nav biezi "
"apdzīvoti un reizēm ir ļoti bīstami.\n"
" ◦ Zirgu līdzenumi: Viļņainu līdzenumu apgabals Dižās upes dienvidu "
"pusē, kuru ierobežo Glūna mežs rietumos un Veldūnas upe austrumos; dienvidu "
"daļa saplūst ar Centrālo līdzenumu. Spēcīgu klanu mājas. Vesnotas labākie "
"zirgi tiek audzēti šeit.\n"
" ◦ Estmarkas pakalni: Diezgan liela grēda, kas paceļas dienvidos no "
"Dižās upes un austrumos no Veldūnas upes. Veldūnas upei vistuvāk esošo "
"ziemeļu daļu dažādos laikos ir apdzīvojuši vesnotieši, bet karaļvalsts "
"kontrole, labākajā gadījumā, ir vāja un noziedzība ir augsta.\n"
" ◦ Glūna mežs: Dažreiz tiek saukts arī par Karalisko mežu, nosaukts "
"par godu vienam no Haldrika II-ā dēliem.\n"
" ◦ Pelēkie meži: Liels mežs Vesnotas mežonīgās dabas sirdī, atrodas "
"starp Karkūnu un Aldrilu, un vispār tiek uzskatīts par apsēstu.\n"
" ◦ Zaļais purvs: Liels purvs Vesnotas mežonīgās dabas sirdī, "
"dienvidos no Aldrilas. Tas saņem ūdeņus no Brūnajiem pakalniem un ieplūst "
"Dižajā upē. (Nav attēlots galvenajā kartē.)"
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:140
msgid "Elensefar"
msgstr "Elensefāra"
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:141
#, fuzzy
#| msgid ""
#| "Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
#| "text='Wesnoth'</ref>, at times an independent country, and at times in a "
#| "treaty federation with Wesnoth. Its borders are the Great River to the "
#| "north, a loosely defined line with Wesnoth to the east, the Bay of Pearls "
#| "to the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the "
#| "west. More information is found in the historical narrative of Wesnoth.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Elensefar: The capital, located on an island in the "
#| "<ref>dst='great_river' text='Great River'</ref> delta\n"
#| " ◦ Carcyn: City on the WesnothElensefar border, disputed with "
#| "Wesnoth\n"
#| " • Notable land features:\n"
#| " ◦ <ref>dst='great_river' text='Great River'</ref>: It is very "
#| "wide at this point, and only ships can cross it."
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the <ref>dst='great_river' "
"text='Great River'</ref> to the north, a loosely defined line with Wesnoth "
"to the east, the Bay of Pearls to the south, and the <ref>dst='great_ocean' "
"text='ocean'</ref> to the west. More information is found in the historical "
"narrative of Wesnoth."
msgstr ""
"Elensefāra dažos laikos ir <ref>dst='kingdom_wesnoth' text='Vesnotas'</ref> "
"province, bet citos neatkarīga valsts, un vēl citos laikos tā ir savienībā "
"ar Vesnotu. Tās robežas ir Dižā upe ziemeļos, stingri nenoteikta līnija ar "
"Vesnotu austrumos, Pērļu līcis dienvidos un <ref>dst='great_ocean' "
"text='okeāns'</ref> rietumos. Vairāk informācijas ir atrodams Vesnotas "
"vēstures aprakstā.\n"
"\n"
" • Ievērojamas pilsētas:\n"
" ◦ Elensefāra: Galvaspilsēta, atrodas uz salas "
"<ref>dst='great_river' text='Dižās upes'</ref> deltā.\n"
" ◦ Karkūna: Pilsēta uz Vesnotas-Elensefāras robežas, strīdu objekts "
"ar Vesnotu.\n"
" • Ievērojamas ģeogrāfiskās vietas:\n"
" ◦ <ref>dst='great_river' text='Dižā upe'</ref>: Šajā vietā tā ir "
"ļoti plata, un to var šķērsot tikai kuģi."
#. [topic]: id=elensefar
#. Geography of Elensefar area
#: data/core/encyclopedia/geography.cfg:145
msgid ""
"<header>text='Notable cities:'</header>\n"
" • Elensefar: The capital, located on an island in the Great River "
"delta.\n"
" • Carcyn: City on the WesnothElensefar border, disputed with Wesnoth."
msgstr ""
#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:150
msgid ""
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='great_river' text='Great River'</ref>: It is very wide at "
"this point, and only ships can cross it."
msgstr ""
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:156
msgid "Northlands"
msgstr "Ziemeļzemes"
#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:157
msgid ""
"The Northlands are filled with unstable clans in endless conflict. It is an "
"unlawful and perilous place plagued by its cold, icy terrain and constant "
"war. Various groups of orcs, dwarves, men, gryphons, ogres, and even elves "
"fight over the region. The northern and eastern borders of the Northlands "
"are not defined, the southern border is the <ref>dst='great_river' "
"text='Great River'</ref>, and the western border is the "
"<ref>dst='great_ocean' text='ocean'</ref>.\n"
"\n"
"Yet despite the sheer wilderness above the Northlands, the subterranean "
"Dwarvish Kingdoms of Knalga and Kal Kartha are exceptions to their chaotic "
"surroundings, providing both heat and protection to their people. While they "
"may often be in conflict with orcs and trolls, the heart of Dwarvish "
"territory is considered relatively safe in comparison."
msgstr ""
#. [topic]: id=northlands
#. Geography of the Northlands
#: data/core/encyclopedia/geography.cfg:163
msgid ""
"<header>text='Notable cities:'</header>\n"
" • Glamdrol: An Orcish tribal capital.\n"
" • Wesmere: The location of the Kalian — 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 Wesnoths Golden Age expansion. Now "
"abandoned. The forested area northeast of <ref>dst='elensefar' "
"text='Elensefar'</ref>, where these villages were located, was named the "
"Annuvin province by men but was known by the elves as Wesmere."
msgstr ""
#. [topic]: id=northlands
#. Geography of the Northlands
#: data/core/encyclopedia/geography.cfg:170
#, fuzzy
#| msgid ""
#| "There is no government of the Northlands. Various groups of orcs, "
#| "dwarves, barbarian men and even elves populate the region. The northern "
#| "and eastern borders are not defined, the southern border is the "
#| "<ref>dst='great_river' text='Great River'</ref>, and the western border "
#| "is the <ref>dst='great_ocean' text='Great Ocean'</ref>.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Glamdrol: An Orcish tribal capital\n"
#| " ◦ Wesmere: The location of the Kalian — 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 Wesnoths Golden Age "
#| "expansion. Now abandoned. The forested area northeast of Elensefar, where "
#| "these villages were located, was named the Annuvin province by men but "
#| "was known by the elves as Wesmere.\n"
#| "\n"
#| " • Notable land features:\n"
#| " ◦ Heart Mountains: A virtually impassable barrier between the "
#| "river country and the Northern Plains.\n"
#| " ◦ Heartfangs: the particularly forbidding stretch of high peaks "
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
#| "madmen, and mages live there.\n"
#| " ◦ Swamp of Dread: a very large bog located between the Heart "
#| "Mountains and the Great River. A notoriously dangerous place.\n"
#| " ◦ Lake Vrug: A large mountain lake whose river carves the only "
#| "pathway through the Northern Mountains\n"
#| " ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is "
#| "the elvish name; among humans it is called Longlier.\n"
#| " ◦ River Listra: The south-running tributary of the Great River "
#| "into which the Arkan-thoria empties.\n"
#| " ◦ Lintanir Forest: The southernmost portion of the Great "
#| "Northern Forest, a gigantic wood whose eastern and northern boundaries "
#| "are known only the elves. Their capitol, Elensiria, has only seldom been "
#| "visited by humans.\n"
#| " ◦ Great River: The origin of this river is somewhere in the "
#| "east of the northern lands"
msgid ""
"<header>text='Notable land features:'</header>\n"
" • <ref>dst='heart_mountains' text='Heart Mountains'</ref>: A virtually "
"impassable barrier between the river country and the Northern Plains.\n"
" • Heartfangs: The particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
" • Swamp of Dread: A very large bog located between the Heart Mountains "
"and the Great River. A notoriously dangerous place.\n"
" • Lake Vrug: A large mountain lake whose river carves the only pathway "
"through the Northern Mountains.\n"
" • <ref>dst='arkan_thoria' text='Arkan-thoria'</ref>: The river that "
"comes out of Lake Vrug. This is the elvish name; among humans it is called "
"Longlier.\n"
" • River Listra: The south-running tributary of the Great River into "
"which the Arkan-thoria empties.\n"
" • Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"to the elves. Their capital, Elensiria, has only seldom been visited by "
"humans.\n"
" • <ref>dst='great_river' text='Great River'</ref>: The origin of this "
"river is somewhere in the east of the northern lands."
msgstr ""
"Ziemeļzemēs nav valdības. Apgabalu apdzīvo dažādas orku, rūķu, barbarisku "
"cilvēku un elfu grupas. Ziemeļu un austrumu robežas nav noteiktas, bet "
"dienvidu robeža ir <ref>dst='great_river' text='Dižā upe'</ref>, un rietumu "
"robeža ir <ref>dst='great_ocean' text='Dižais okeāns'</ref>.\n"
"\n"
" • Ievērojamas pilsētas:\n"
" ◦ Glamdrola: Orku cilšu galvaspilsēta.\n"
" ◦ Romūra: Vēl viena orku cilšu galvaspilsēta.\n"
" ◦ Vesmēre: Kaliana atrašanās vieta — elfu Padome.\n"
" ◦ Rūķu durvis: Jaukta cilvēku/rūķu pilsēta Knalga apvidū Sirds "
"kalnu dienvidos. Liels tirdzniecības centrs.\n"
" ◦ Dallbena un Delvūna: Cilvēku ciemati, ko sākotnēji uzbūvēja "
"apmetnieki, kas šķērsoja Dižo upi Vesnotas Zelta laikmeta paplašināšanās "
"laikā. Tagad pamesti. Mežu apvidus ziemeļaustrumos no Elensefāras, kur šie "
"ciemati atradās, cilvēki saukca par Annuvinas provinci, bet elfi to sauca "
"par Vesmēru.\n"
"\n"
" • Ievērojamas ģeogrāfiskās vietas:\n"
" ◦ Sirds kalni: Praktiski nepārejams šķērslis starp upes laukiem un "
"Ziemeļu līdzenumiem.\n"
" ◦ Hartfangs: īpaši nepieejama augstu smaiļu virkne dienvidrietumos "
"no Vruga ezera un ziemeļos no Vestmēres meža. Visneviesmīlīgākā un bīstamākā "
"Sirds kalnu daļa; tur dzīvo tikai vientuļnieki, trakie un magi.\n"
" ◦ Šausmu purvs: ļoti liels muklājs, kas atrodas starp Sirds "
"kalniem un Dižo upi. Ārkārtīgi bīstama vieta.\n"
" ◦ Vruga ezers: Liels kalnu ezers, kura upe izgrauž vienīgo ceļu "
"caur Ziemeļu kalniem.\n"
" ◦ Arkan-toria: Upe, kas iztek no Vruga ezera. Tas ir elfu vārds; "
"cilvēki to sauc par Longlairu.\n"
" ◦ Listras upe: Uz dienvidiem plūstošā Dižās upes pieteka, kurā "
"ietek Arkan-toria.\n"
" ◦ Lintanīra mežs: Dižā meža dienvidu gals, gigmantisks mežs, kura "
"austrumu un ziemeļu robežas ir zināmas tikai elfiem. Viņu galvaspilsētu, "
"Elensīriju, tikai retumis apciemo cilvēki.\n"
" ◦ Dižā upe: Šīs upes izteka ir kaut kur austrumos no ziemeļu zemēm."
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:183
msgid "Southwest Elven Lands"
msgstr "Dienvidrietumu elfu zemes"
#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:184
#, fuzzy
#| msgid ""
#| "The Wood Elves are separate from those of the north, and have only "
#| "intermittent relations with them and most other countries. Its borders "
#| "are the Green Swamp to the northeast, the desert (not shown) to the "
#| "south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
#| "\n"
#| " • Notable cities\n"
#| " ◦ None known\n"
#| " • Notable land features:\n"
#| " ◦ Aethen Forest: The largest southern forest, it extends far to "
#| "the southwest—much farther than is charted—and is home to <ref>dst='.."
#| "race_elf' text='elves'</ref>."
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the <ref>dst='great_ocean' text='ocean'</ref> to the west, the Black River "
"to the south and southeast, the lands of Wesnoth to the north and the "
"Kerlath province to the east."
msgstr ""
"Koku elfi ir atšķirīgi no ziemeļu elfiem, un tiem ir tikai retas attiecības "
"ar tiem un lielāko daļu citu valstu. To robežas ir Zaļais purvs "
"ziemeļaustrumos, tuksnesis (nav parādīts) dienvidos un "
"<ref>dst='great_ocean' text='okeāns'</ref> rietumos.\n"
"\n"
" • Ievērojamas pilsētas:\n"
" ◦ Nav neviena zināma.\n"
" • Ievērojamas ģeogrāfiskās vietas:\n"
" ◦ Atēnu mežs: Lielākais dienvidu mežs, tas plešas tālu uz "
"dienvidrietumiem — daudz tālāk kā parādīts kartē — un ir <ref>dst='.."
"race_elf' text='elfu'</ref> mājas."
#. [topic]: id=southwest_elven_lands
#. Geography of the Southwest
#: data/core/encyclopedia/geography.cfg:188
#, fuzzy
#| msgid ""
#| "The Wood Elves are separate from those of the north, and have only "
#| "intermittent relations with them and most other countries. Its borders "
#| "are the Green Swamp to the northeast, the desert (not shown) to the "
#| "south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
#| "\n"
#| " • Notable cities\n"
#| " ◦ None known\n"
#| " • Notable land features:\n"
#| " ◦ Aethen Forest: The largest southern forest, it extends far to "
#| "the southwest—much farther than is charted—and is home to <ref>dst='.."
#| "race_elf' text='elves'</ref>."
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Aethenwood: The largest southern forest, it extends far to the south "
"and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves "
"make no such distinction, the southern part of the forest has been named "
"Southwood by denizens of Kerlath."
msgstr ""
"Koku elfi ir atšķirīgi no ziemeļu elfiem, un tiem ir tikai retas attiecības "
"ar tiem un lielāko daļu citu valstu. To robežas ir Zaļais purvs "
"ziemeļaustrumos, tuksnesis (nav parādīts) dienvidos un "
"<ref>dst='great_ocean' text='okeāns'</ref> rietumos.\n"
"\n"
" • Ievērojamas pilsētas:\n"
" ◦ Nav neviena zināma.\n"
" • Ievērojamas ģeogrāfiskās vietas:\n"
" ◦ Atēnu mežs: Lielākais dienvidu mežs, tas plešas tālu uz "
"dienvidrietumiem — daudz tālāk kā parādīts kartē — un ir <ref>dst='.."
"race_elf' text='elfu'</ref> mājas."
#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:194
msgid "Heart Mountains"
msgstr "Sirds kalni"
#. [topic]: id=heart_mountains
#. The Whitefang Clans primary description is in DiD
#. Wesnoth 1.9.4 added Haggid-Dargor to the encyclopedia, but it has no other mention in mainline
#: data/core/encyclopedia/geography.cfg:197
msgid ""
"A virtually impassable barrier between the <ref>dst='arkan_thoria' "
"text='river'</ref> country and the <ref>dst='far_north' text='Northern "
"Plains'</ref>. The local orcs call them the Haggid-Dargor. The powerful "
"Whitefang Clan in the region is named after the eastern edge of the "
"mountains, which they call the Whitefang Mountains for their distinctive "
"shape."
msgstr ""
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:202
msgid "Far North"
msgstr "Tālie ziemeļi"
#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:203
#, fuzzy
#| msgid ""
#| "Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
#| "Orcish Clannate. It lies north of the <ref>dst='heart_mountains' "
#| "text='Heart Mountains'</ref>, which the Orcs call the Haggid-Dargor and "
#| "claim (without merit) as their own. To the east lie the Unaligned Tribes "
#| "of the Wild Steppe, who fell out of the control of the Clannate, instead "
#| "roaming with wild human barbarians and clashing with the High Elves of "
#| "the North Plains (known as North Elves in human lands). The High Elves "
#| "themselves reside further east, where it is rumored they rule a vast "
#| "kingdom.\n"
#| "\n"
#| " • Notable cities:\n"
#| " ◦ Barag Gor, a city home to the Orcish Council\n"
#| " ◦ Bitok\n"
#| " ◦ Borstep\n"
#| " ◦ Farzi\n"
#| " ◦ Lmarig\n"
#| " ◦ Melmog\n"
#| " ◦ Prestim\n"
#| " ◦ Tirigaz\n"
#| " ◦ Dorest, the northernmost human city\n"
#| " • 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"
msgid ""
"Cold, harsh, and inaccessible, the Far North is the ancestral home of the "
"Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart "
"Mountains'</ref>, which the Orcs call the Haggid-Dargor and claim (without "
"merit) as their own. To the east lie the Unaligned Tribes of the Wild "
"Steppe, who fell out of the control of the Clannate, instead roaming with "
"wild human barbarians and clashing with the High Elves of the North Plains "
"(known as North Elves in human lands). The High Elves themselves reside "
"further east, where it is rumored they rule a vast kingdom."
msgstr ""
"Auksti, skarbi un nepieejami, Tālie ziemeļi ir orku Klanādes dzimtās mājas. "
"Tie atrodas ziemeļos no <ref>dst='heart_mountains' text='Sirds kalniem'</"
"ref>, kurus orki sauc par Haggid-Dargoru un (bez jebkāda pamata) uzskata par "
"savu. Austrumos atrodas Mežonīgās stepes Atšķirtās ciltis, kas atbrīvojās no "
"Klanādes kontroles, lai tā vietā klejotu ar mežonīgiem cilvēku barbariem un "
"sadurtos ar Augstajiem elfiem no Ziemeļu līdzenumiem (cilvēku zemēs zināmi "
"kā Ziemeļu elfi). Paši Augstie elfi mitinās tālāk austrumos, kur, kā tiek "
"runāts, tie valda pār plašu karaļvalsti.\n"
"\n"
" • Ievērojamas pilsētas:\n"
" ◦ Barag Gora: Orku Padomes mājvieta.\n"
" ◦ Bitoka\n"
" ◦ Borstepa\n"
" ◦ Kastelfranga\n"
" ◦ Farzija\n"
" ◦ Festoga\n"
" ◦ Grisbija\n"
" ◦ Lmariga\n"
" ◦ Melmoga\n"
" ◦ Prestima\n"
" ◦ Tirigaza\n"
" • Ievērojamas ģeogrāfiskās vietas:\n"
" ◦ Pamestības purvs\n"
" ◦ Dortas kalni\n"
" ◦ Hāgas kalni\n"
" ◦ Zaļais mežs\n"
" ◦ klusais mežs\n"
" ◦ Teliena mežs\n"
" ◦ Oumfas upe\n"
" ◦ Borkas upe\n"
" ◦ Mežonīgā stepe"
#. [topic]: id=far_north
#. Geography of the Far North
#: data/core/encyclopedia/geography.cfg:206
msgid ""
"<header>text='Notable cities:'</header>\n"
" • Barag Gor: A city home to the Orcish Council.\n"
" • Bitok\n"
" • Borstep\n"
" • Farzi\n"
" • Jotha: A large fortified capital of the local merfolk that lies within "
"the bay of Jotha.\n"
" • Lmarig\n"
" • Melmog\n"
" • Prestim\n"
" • Tirigaz: A coastal orcish town that occasionally raids Jotha.\n"
" • Dorest: The northernmost human city."
msgstr ""
#. [topic]: id=far_north
#. Geography of the Far North
#: data/core/encyclopedia/geography.cfg:219
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Desert of Death: An unusually dry desert in the Far North filled with "
"venomous Sand Scuttlers. It is extremely hot by day yet chilly by night.\n"
" • Black Marshes: A perilous swamp north of Tirigaz filled with violent "
"monsters.\n"
" • Mountains of Dorth: A set of mountains north of the Heart Mountains. "
"Though nowhere near as dangerous as its southern neighbour, it is "
"nonetheless deadly to inexperienced travelers.\n"
" • Mountains of Haag: A group of high mountains inhabited by groups of "
"orcs, trolls and dwarves.\n"
" • Greenwood: An elvish forest located near the Lintanir Forest. Some say "
"it was once connected to it, until groups of savage orcs burned much of the "
"forest.\n"
" • Silent Forest: A dense forest inhabited by a few elves, once known as "
"Gitamoth.\n"
" • Forest of Thelien: A dense coniferous forest sometimes inhabited by "
"elves.\n"
" • River Oumph: A river flowing from the Mountains of Haag to its delta "
"just south of Bitok.\n"
" • River Bork: A river of the Far North flowing from a lake next to the "
"Mourned Hills.\n"
" • Frosty Wastes: A cold, snowy desert in the far north inhabited only by "
"the occasional monster.\n"
" • Barren Plains: A vast, sparsely populated snowy tundra."
msgstr ""
#. [topic]: id=far_south
#: data/core/encyclopedia/geography.cfg:235
#, fuzzy
#| msgid "Far North"
msgid "Far South"
msgstr "Tālie ziemeļi"
#. [topic]: id=far_south
#: data/core/encyclopedia/geography.cfg:236
msgid ""
"A vast region south of Kerlath home to the Dunefolk Civilization. It is also "
"inhabited by many local creatures, including the Jinn and Wyverns."
msgstr ""
#. [topic]: id=far_south
#. Geography of the Far South
#: data/core/encyclopedia/geography.cfg:240
msgid ""
"<header>text='Notable land features:'</header>\n"
" • Sandy Wastes: A hot desert located south of Kerlath home to various "
"Dunefolk settlements, as well as nomadic tribes in between. The northern "
"parts of this desert are home to many treacherous monsters.\n"
" • Mountains of Peril: A tall and deadly mountain range in the far south "
"inhabited by bands of vicious barbarians and monsters.\n"
" • Black Forest: An ancient and likely haunted forest of which very "
"little is known, believed to have been once inhabited by elves. Those who "
"enter it seldom return."
msgstr ""
#. [section]: id=schedule
#: data/core/help.cfg:10
#, fuzzy
#| msgid "Time of Day"
msgid "Time of Day Schedule"
msgstr "Diennakts laiks"
#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:17 data/core/help.cfg:95
msgid "Introduction"
msgstr "Ievads"
#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:23 data/core/help.cfg:167
msgid "Gameplay"
msgstr "Spēles gaita"
#. #-#-#-#-# wesnoth-help.wml.pot (PACKAGE VERSION) #-#-#-#-#
#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:29 data/core/help.cfg:539
#: src/help/help_topic_generators.cpp:492
#: src/help/help_topic_generators.cpp:515
msgid "Traits"
msgstr "Iezīmes"
#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:37 data/core/help.cfg:118
msgid "Units"
msgstr "Vienības"
#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:46 data/core/help.cfg:138
msgid "Abilities"
msgstr "Spējas"
#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:54 data/core/help.cfg:147
msgid "Weapon Specials"
msgstr "Ieroču īpašības"
#. [section]: id=eras_section
#. [topic]: id=..eras_section
#: data/core/help.cfg:62 data/core/help.cfg:127
msgid "Eras"
msgstr ""
#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:70 data/core/help.cfg:554
msgid "Terrains"
msgstr "Apvidi"
#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:78 data/core/help.cfg:607
msgid "Add-ons"
msgstr "Pielikumi"
#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:84 data/core/help.cfg:680
msgid "Commands"
msgstr "Darbības"
#. [topic]: id=..introduction
#: data/core/help.cfg:96
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy "
#| "strategy game somewhat unusual among modern strategy games. While other "
#| "games strive for complexity, <italic>text='Battle for Wesnoth'</italic> "
#| "strives for simplicity of both rules and gameplay. This does not make the "
#| "game simple, however — from these simple rules arise a wealth of "
#| "strategy, making the game easy to learn but a challenge to master."
msgid ""
"\n"
"\n"
"<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy "
"game somewhat unusual among modern strategy games. While other games strive "
"for complexity, <italic>text='Battle for Wesnoth'</italic> strives for "
"simplicity of both rules and gameplay. This does not make the game simple, "
"however — from these simple rules arises a wealth of strategy, making the "
"game easy to learn but a challenge to master.\n"
"\n"
"The following pages outline all you need to know to play Wesnoth. As you "
"play, new information is added to the various categories as you come across "
"new aspects of the game. For more detailed information on special situations "
"and exceptions, follow the included links."
msgstr ""
"\n"
"\n"
"<italic>text='Kauja par Vesnotu'</italic> ir fantāzijas spēle, kurā darbība "
"norisinās gājienu pēc gājiena, kas ir mazliet neparasti starp modernajām "
"stratēģijas spēlēm. Kamēr citas spēles tiecas uz sarežģītību, "
"<italic>text='Kauja par Vesnotu'</italic> cenšas saglabāt vienkāršību gan "
"noteikumos, gan spēles gaitā. Tomēr tas nenozīmē, ka spēle ir vienkārša. No "
"šiem vienkāršajiem noteikumiem veidojas bagātīgs stratēģiju klāsts, līdz ar "
"to spēle ir viegli apgūstama, taču sasniegt meistarību ir izaicinājums."
#. [topic]: id=about_game
#: data/core/help.cfg:106
msgid "About the Game"
msgstr "Par spēli"
#. [topic]: id=about_game
#: data/core/help.cfg:107
msgid ""
"The game takes place on a hex-based game field, where your units battle "
"against those controlled by the computer, friends who each take turns on the "
"same computer (hotseat play), other players on the same network, or players "
"worldwide in multiplayer mode.\n"
"\n"
"Each of these battles is called a <italic>text='scenario'</italic>, which "
"can be strung together to make <italic>text='campaigns'</italic>. Besides "
"the campaigns that ship with the game, Wesnoth supports user-made content, "
"and the add-on server boasts hundreds of custom maps, campaigns, eras, "
"factions, and resources.\n"
"\n"
"The game also features a human-readable markup called Wesnoth Markup "
"Language (WML) to easily allow users to create their own content, as well as "
"a fully-featured Map and Scenario Editor for designing your own "
"battlefields.\n"
"\n"
"The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, "
"and has been worked on by a multitude of volunteers ever since."
msgstr ""
#. [topic]: id=..units
#: data/core/help.cfg:119
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its races subsection; you can then view its "
"page any time you wish. A units page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""
"Šajā sadaļā tu iepazīsies ar visām vienībām kas mitinās Vesnotas pasaulē.Kad "
"tu ieraugi kādu jaunu radijumu Kampaņā vai Daudzspēlētāju režīmā, vari "
"aplūkot tā aprakstu jebkurā laikā. Aprakstā ietverts vispārējs apraksts, "
"statistika, uzbrukums, aizsardzība, kā arī ātrums.\n"
"\n"
#. [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 ""
#. [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 ""
"Zināmām vienībām piemīt spējas, kuras vai nu tieši ietekmē citas vienības "
"vai arī ietekmē vienību savstarpējo iedarbību. Šīs spējas tiks aprakstītas "
"šeit, kad tu ar tām saskarsies.\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 ""
"Dažiem ieročiem ir īpašas tehnikas, kas palielina uzbrukuma efektivitāti. "
"Kad tu ieraugi jaunu ieroci Kampaņā vai Daudzspēlētāju režīmā, tā aprakstu "
"vari aplūkot jebkurā laikā. Uz katras lapas tiks paskaidrots - kādas ir dotā "
"ieroča funkcijas un kādi cīnītāji to lieto.\n"
"\n"
#. [topic]: id=.unknown_unit
#: data/core/help.cfg:157
msgid "Unknown Unit"
msgstr "Nezināma vienība"
#. [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"
"Šī vienība pašlaik ir nezināma. Tā ir jāatrod spēlē, lai varētu apskatīt tās "
"aprakstu."
#. [topic]: id=..gameplay
#: data/core/help.cfg:168
msgid ""
"Wesnoth is comprised of a series of battles, called "
"<italic>text='scenarios'</italic>, that pit your troops against the troops "
"of one or more adversaries. Multiple scenarios that follow on from each "
"other, telling a story, make up <italic>text='campaigns'</italic>. In a "
"campaign, you often need to play more carefully, preserving your best troops "
"for use again in later scenarios.\n"
"\n"
"The interactive <bold>text='Tutorial'</bold> introduces the basics of "
"Wesnoth gameplay in the context of a scenario. Most material covered in the "
"tutorial is explained more in-depth in these pages, so you can always refer "
"back here if you forget something.\n"
"\n"
"After you master the basics, try out a beginner campaign, such as "
"<italic>text='Heir to the Throne'</italic> or <italic>text='The South "
"Guard'</italic>. A full list of installed campaigns can be found via the "
"<bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be "
"quite challenging, you may wish to start on easy before progressing to "
"higher difficulties.\n"
"\n"
"Campaigns are grouped by <italic>text='level'</italic> and "
"<italic>text='difficulty'</italic>. For example, <italic>text='Heir to the "
"Throne'</italic> is Novice level, and is playable at three difficulties: "
"Beginner, Normal, and Challenging. The level of a campaign indicates "
"what degree of proficiency in the game mechanics (such as "
"<ref>dst='movement' text='zones of control'</ref> and <ref>dst='time_of_day' "
"text='time of day'</ref>) is assumed. The difficulty indicates how "
"challenging the scenarios will be to a veteran player: at higher "
"difficulties, the obstacles to victory will be higher and overcoming them "
"will require more skillful play. For example, at higher difficulties the "
"enemy may have higher incomes, higher-level units, more castle hexes, and so "
"on."
msgstr ""
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
#| msgid "<header>text='Units of this race'</header>"
msgid ""
"\n"
"\n"
"<header>text='Fundamentals of Gameplay'</header>\n"
"\n"
msgstr "<header>text='Šīs rases vienības'</header>"
#. [topic]: id=..gameplay
#: data/core/help.cfg:177
#, fuzzy
#| msgid ""
#| "While playing, keep in mind that if you mouse-over many items in the "
#| "game, such as the information displayed in the status pane, a brief "
#| "description will be shown explaining each item. This is especially useful "
#| "when you encounter new <ref>dst='..abilities_section' text='abilities'</"
#| "ref> for the first time."
msgid ""
"While playing, keep in mind that you can mouse-over many items in the game, "
"such as the information displayed in the status pane, to see a brief "
"description explaining each item. This is especially useful when you "
"encounter new elements, such as <ref>dst='..abilities_section' "
"text='abilities'</ref>, for the first time."
msgstr ""
"Spēlējot paturi prātā, ka, ja novietosi peles kursoru virs spēles "
"elementiem, daudzos gadījumos īss to aprakts tiks parādīts statusa joslā. "
"Tas ir īpaši noderīgi pirmo reizi saskaroties ar jaunām <ref>dst='.."
"abilities_section' text='spējām'</ref>."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:189
msgid "Victory and Defeat"
msgstr "Uzvara un sakāve"
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
msgid ""
"\n"
"\n"
"When you win a scenario, the map grays over and the <bold>text='End Turn'</"
"bold> button changes to <bold>text='End Scenario'</bold>. You can now do "
"things like changing your save options or (if you are in a multiplayer game) "
"chatting with other players before pressing that button to advance."
msgstr ""
"\n"
"\n"
"Pēc uzvaras scenārijā karte kļūs pelēka un poga <bold>text='Beigt gājienu'</"
"bold> kļūs par <bold>text='Beigt scenāriju'</bold>. Tagad vari izmainīt "
"saglabāšanas iestatījumus. Ja esi Daudzspēlētāju spēlē, vari parunāt ar "
"pārējiem, tad nospiest šo pogu lai turpinātu."
#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:190
#, fuzzy
#| msgid ""
#| "Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
#| "the beginning of each scenario. Usually you will achieve victory by "
#| "killing all enemy leaders, and only be defeated by having your leader "
#| "killed. But scenarios may have other victory objectives — getting your "
#| "leader to a designated point, say, or rescuing someone, or solving a "
#| "puzzle, or holding out against a siege until a certain number of turns "
#| "have elapsed."
msgid ""
"Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at "
"the beginning of each scenario. In most scenarios, you will achieve victory "
"by killing all enemy leaders ; likewise, the death of your own leader "
"generally results in defeat. However, some scenarios may have other victory "
"objectives, such as getting your leader to a designated point, rescuing an "
"ally, solving a puzzle, or holding out against a siege until a certain "
"number of turns have elapsed."
msgstr ""
"Uzmanīgi izlasi <bold>text='Misijas Mērķa'</bold> logu, katra scenārija "
"sākumā. Parasti uzvarēt var nogalinot visus pretinieku līderus, un zaudēt "
"tikai ja nogalina tavu līderi. Taču scenārijos var būt citi uzvaras "
"nosacījumi — nogādāt savu līderi noteiktā punktā, kādu izglābt, atrisināt "
"mīklu, vai izturēt aplenkumu noteiktu gājienu skaitu u.c."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:199
msgid "Recruiting and Recalling"
msgstr "Iesaukšana un Atskaukšana"
#. [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"
"Ja gribi iesaukt vienību, klikšķinot ar labo peles taustiņu pils šūnā - "
"parādīsies izvēlne ar iespēju «Iesaukt». Vari iesaukt tikai tik daudz "
"vienību, cik ir brīvu lauciņu tavā pilī, un nevar iesaucot iztērēt vairāk "
"zelta nekā tev ir."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:200
#, fuzzy
#| msgid ""
#| "Each side begins with one leader in their keep. At the start of any "
#| "battle, and at times during it, you will need to recruit <ref>dst='.."
#| "units' text='units'</ref> into your army. To recruit, you must have your "
#| "leader (for instance, Konrad in the <italic>text='Heir to the Throne'</"
#| "italic> campaign) on the keep hex of a <ref>dst='terrain_castle' "
#| "text='castle'</ref>. Then you may recruit by either choosing "
#| "<bold>text='Recruit'</bold> from the menu or right-clicking on a hex and "
#| "selecting <bold>text='Recruit'</bold>. This brings up the recruit menu, "
#| "which lists units available for recruitment, along with their gold cost. "
#| "Click on a unit to see its statistics, then press the recruit button to "
#| "recruit it."
msgid ""
"Each side begins with one leader in their keep. At the start of any battle, "
"and at times during it, you will need to recruit <ref>dst='..units' "
"text='units'</ref> into your army. To recruit, you must have your leader "
"(for instance, Konrad in the <italic>text='Heir to the Throne'</italic> "
"campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</"
"ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> "
"from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</"
"bold>. This brings up the recruit menu, which lists units available for "
"recruitment, along with their gold cost. Click on a unit to see its "
"statistics, then press the <bold>text='Recruit'</bold> button to recruit it."
msgstr ""
"Katra puse sāk ar vienu līderi galvenajā Tornī. Katras kaujas sākumā, un "
"reizēm tās laikā, tev būs jāiesauc <ref>dst='..units' text='vienības'</ref> "
"savā armijā. Lai iesauktu, tavam līderim (piemēram, Konrādam kampaņā "
"<italic>text='Troņa mantinieks'</italic>) jāatrodas tavas "
"<ref>dst='terrain_castle' text='pils'</ref> galvenajā Tornī. Tad vari "
"iesaukt izvēloties <bold>text='Iesaukt'</bold>, no komandu izvēlnes, vai "
"klikšķinot labo peles pogu uz attiecīgās pils šūnas un izvēloties "
"<bold>text='Iesaukt'</bold>. Atvērsies «iesaukšanas izvēlne», kurā piedāvās "
"pieejamās vienības - un to izmaksas. Klikšķini uz vienības, lai redzētu tās "
"statistiskos rādītājumus, pēc tam spied iesaukšanas pogu, lai iesauktu "
"vienību."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:202
msgid ""
"\n"
"\n"
"Recruited units come with two random <ref>dst='..traits_section' "
"text='traits'</ref> which modify their statistics."
msgstr ""
"\n"
"\n"
"Iesauktajām vienībām tiek nejaušības kārtā piešķirtas divas <ref>dst='.."
"traits_section' text='iezīmes'</ref>, kas izmaina to spējas."
#. [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"
"Vēlākos scenārijos varēsi arī «Atsaukt» iepriekšējās misijas veterānus. "
"Atsaukšana izmaksā 20 zelta gabalus. Izvēlēties veterānus var no visām "
"iepriekšējām misijām, ja tie ir palikuši starp dzīvajiem."
#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:206
msgid ""
"\n"
"\n"
"Units not only cost gold to Recruit or Recall, they also require money to "
"support. See <ref>dst='income_and_upkeep' text='income and upkeep'</ref> for "
"more information."
msgstr ""
"\n"
"\n"
"Ne tikai vienību iesaukšana un atsaukšana maksā zeltu, bet tām nepieciešama "
"arī uzturnauda. Papildus informācijai skaties nodaļu "
"<ref>dst='income_and_upkeep' text='ienākumi un uzturēšana'</ref>."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:215
msgid "Income and Upkeep"
msgstr "Ienākumi un uzturēšana"
#. [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"
"Ar ienākumiem ir vienkārši. Tev ir pamata ienākumi 2 zelta gabalu apmērā "
"katrā gājienā. Par katru ciematu, tu gūsti papildus zelta gabalu katrā "
"gājienā. Tādejādi - ja tev ir desmit ciemi, parasti iegūsi 12 zelta gabalus "
"gājienā. Bet tev ir arī uzturēšanas izmaksas, kas būs aprakstītas zemāk."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:216
msgid ""
"In Wesnoth, it is not enough simply to recruit units and fight. You must "
"watch your gold as well, especially in campaigns, where you can carry extra "
"gold over from one scenario to the next. There are two aspects to this; "
"<italic>text='income'</italic> and <italic>text='upkeep'</italic>."
msgstr ""
"<italic>text='Kaujā par Vesnotu'</italic> nepietiek vienkārši iesaukt "
"vienības un cīnīties. Tev arī jāuzmana savi zelta krājumi, īpaši kampaņās, "
"kur var pārnest papildus zeltu no viena scenārija uz nākamo. Tam ir divi "
"aspekti <italic>text='ienākumi'</italic> un <italic>text='uzturēsana'</"
"italic>."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:220
msgid ""
"\n"
"\n"
"Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal "
"to its level. You can support as many levels worth of units as you have "
"villages, without paying any upkeep. However, for each level of unit beyond "
"the number of villages you have, you must pay one gold per turn. For "
"example, if you have twelve level one units and ten villages, you would have "
"to pay two gold each turn in upkeep."
msgstr ""
"\n"
"\n"
"Uzturēšana arī ir diezgan vienkārša. Katrai vienībai nepieciešama "
"uzturēšana, kas vienāda ar tās līmeni. Tu vari uzturēt tik līmeņu vērtas "
"vienības, cik tev ir ciemu, nemaksājot nekādus uzturēšanas izdevumus. Taču "
"par katru vienības līmeni virs piederošo ciemu skaita, jāmaksā viens zelta "
"gabals gājienā. Piemēram, ja tev ir divpadsmit pirmā līmeņa vienības un "
"desmit ciemu, tad jāmaksā divi zelta gabali gājienā."
#. [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"
"Uzturēšanas izmaksas tiek atņemtas no taviem ienākumiem. Tātad divpadsmit "
"vienību līmeņu un desmit ciemu gadījumā tavi kopējie ienākumi būtu 10 zelta "
"gabali gājienā."
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:226
msgid ""
"\n"
"\n"
"In general, the base income, the amount of gold you get per village per "
"turn, and the number of unit levels each village can support are "
"configurable, but in campaigns they are almost always the values described "
"above. The <italic>text='Scenario Settings'</italic> tab of the "
"<italic>text='Status Table'</italic> dialog shows the values for the current "
"scenario."
msgstr ""
#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:228
msgid ""
"\n"
"\n"
"There are two important exceptions to upkeep: units with the loyal trait and "
"leaders never incur upkeep. Units you begin the scenario with (such as "
"Delfador), or units who join you during a scenario (such as the horseman in "
"the second scenario of <italic>text='Heir to the Throne'</italic>) will "
"usually have the <italic>text='loyal'</italic> trait. The unit you are "
"playing (such as Konrad) will almost always be a leader."
msgstr ""
"\n"
"\n"
"Ir divi nozīmīgi uzturēšanas izņēmumi: vienības ar «lojāluma» iezīmi un "
"«līderi» nekad neprasa uzturēšanu. Vienībām, ar kurām sāc scenāriju (piem., "
"Delfadors) vai vienībām, kuras tev pievienojas scenārija laikā (piemēram, "
"jātnieks otrajā <italic>text='Troņa mantinieka'</italic> scenārijā), parasti "
"būs <italic>text='lojāli'</italic>. Tā vienība, ar kuru spēlē (piem., "
"Konrāds), tik pat kā vienmēr būs līderis."
#. [topic]: id=hitpoints
#: data/core/help.cfg:237
msgid "Hitpoints and Experience"
msgstr "Veselība un pieredze"
#. [topic]: id=hitpoints
#: data/core/help.cfg:238
msgid ""
"Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If "
"the hitpoints of a unit drop below 1, the unit dies. Each unit also has a "
"certain number of <italic>text='experience points'</italic> (XP). A freshly "
"recruited unit starts with no experience points, and gains experience by "
"fighting enemies."
msgstr ""
"Katrai vienībai ir noteikts <italic>text='veselības punktu'</italic> (VP) "
"skaits. Ja tas nokrīt zem 1, vienība mirst. Tāpat katrai vienībai ir "
"noteikts <italic>text='pieredzes punktu'</italic> (PP) skaits. Tikko "
"iesauktai vienībai nav pieredzes, tā to iegūs cīnoties ar pretiniekiem."
#. [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 ""
"Veselība un pieredze parādīta statusa panelī ar diviem numuriem "
"(pašreizējais daudzums un vienības maksimāli iespējamais)."
#. [topic]: id=hitpoints
#: data/core/help.cfg:244
#, fuzzy
#| msgid ""
#| "The hitpoints are also indicated by an energy bar next to each unit, "
#| "which is green, yellow or red. A unit with at least 1 experience point "
#| "has a blue experience bar, which turns white as the unit is about to "
#| "<ref>dst='experience_and_advancement' text='advance'</ref>."
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='advancement' text='advance'</ref>."
msgstr ""
"Veselība tiek ilustrēta arī ar veselības stabiņa palīdzību, kas atrodas "
"blakus katrai vienībai, un ir zaļā, dzeltenā vai sarkanā krāsā. Vienībai, "
"kurai ir vismaz 1 pieredzes punkts, ir arī zils pieredzes stabiņš, kurš "
"kļūst balts īsi pirms vienība <ref>dst='experience_and_advancement' "
"text='attīstās'</ref>."
#. [topic]: id=advancement
#: data/core/help.cfg:251
#, fuzzy
#| msgid "Advances to: "
msgid "Advancement"
msgstr "Attīstās uz: "
#. [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"
"Vienībām ir nepieciešams noteikts pieredzes apjoms, lai attīstītos "
"(inteliģentām vienībām tas ir par 20% mazāks). Kad tās sasniedz šo apjomu, "
"tās nekavējotes pāriet nākamajā līmenī, un tiek pilnīgi izdziedētas procesā. "
"Dažos gadījumos tiks dota iespēja izvēlēties no attīstīšanās iespējas."
#. [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 theyre fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"Ja abas vienības kaujā izdzīvo, tās iegūst pieredzes punktus, kuru skaits "
"vienāds ar tās pretinieka vienības līmeni. Taču, ja viena vienība kaujā "
"nogalina otru, tad tā gūst daudz vairāk pieredzes - 4 par 0. līmeņa vienību, "
"8 par 1. līmeņa, 16 par 2. līmeņa, 24 par 3. līmeņa utt."
#. [topic]: id=advancement
#: data/core/help.cfg:254
msgid ""
"\n"
"\n"
"While most units have three levels, not all do. Occasional units (such as "
"<ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has "
"reached its maximum level, it may have an <italic>text='After Maximum Level "
"Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit "
"each time the unit reaches the experience goal, but the unit will remain the "
"same level. The typical AMLA effect is for the unit to raise the maximum HP "
"by 3 and full-heal it. The first AMLA will normally be reached with 150 XP "
"gained (120 XP for intelligent units). However, gaining an AMLA becomes "
"progressively harder for each AMLA the unit receives, and so it is usually "
"more useful to try to advance your lower level units."
msgstr ""
"\n"
"\n"
"Lai gan vairumam vienību ir trīs līmeņi, tas tā nav visām. Dažām vienībām "
"(<ref>dst='unit_Mage' text='magiem'</ref>) var būt četri. Kad vienība ir "
"sasniegusi maksimālo līmeni, tai var būt pieejama <italic>text='pēcmaksimuma "
"līmeņa attīstība'</italic> (PMLA). PMLA modificēs vienību ikreiz, kad tā "
"sasniegs pieredzes mērķi, bet vienība paliks tajā pašā līmenī. Tipisks PMLA "
"efekts ir vienības maksimālo veselības punktu paaugstināšana par 3 un tās "
"pilnīga izdziedēšana. Pirmā PMLA parasti tiek sasniegta, kad iegūti 150 "
"pieredzes punkti (120 inteliģentām vienībām). Taču PMLA iegūšana kļūst "
"aizvien grūtāka katrai nākamajai PMLA, tādēļ parasti daudz noderīgāk ir "
"mēģinātattīstīt zemāko līmeņu vienības."
#. [topic]: id=movement
#: data/core/help.cfg:263
msgid "Movement"
msgstr "Pārvietošanās"
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"\n"
"\n"
"Each unit has a certain number of movement points which are used up when "
"moving into a new hex, depending on the Terrain of that particular hex. For "
"instance, grassland nearly always costs 1 movement point to enter. Exactly "
"how many movement points are spent entering a hex depends on the unit type — "
"in forest, elvish units only spend 1 movement point, most human and orc "
"units spend 2, while horsemen spend 3. You can learn how many movement "
"points a unit requires to enter a certain terrain type by right-clicking on "
"it, selecting <bold>text='Unit Description'</bold>, and then looking at "
"<bold>text='Terrain Modifiers'</bold>."
msgstr ""
"\n"
"\n"
"Katrai vienībai ir noteikts skaits pārvietošanās punktu, kuri tiek izmantoti "
"pārvietojoties uz jaunu lauciņu, atkarībā no apvidus tipa Piemēram, ieiešana "
"pļavā gandrīz vienmēr izmaksā 1 pārvietošanās punktu. Tieši, cik punkti tiek "
"patērēti ieejot lauciņā, ir atkarīgs no vienības tipa — mežos elfi patērē "
"tikai 1 pārvietošanās punktu, vairums cilvēku un orku patērē 2, kamēr "
"jātnieki patērē 3 punktus. Vari noskaidrot, cik pārvietošanās punkti "
"vienībai nepieciešami, lai ieietu noteiktā apvidus tipā, klikšķinot ar labo "
"peles taustiņu uz tās un izvēloties <bold>text='Vienības apraksts'</bold>, "
"un tad skatoties pie <bold>text='apvidus apstākļiem'</bold>."
#. [topic]: id=movement
#: data/core/help.cfg:264
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you dont use up all of "
"a units movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you dont already own will also "
"use up a units movement, but will still allow it to attack."
msgstr ""
"Pārvietošanās <italic>text='Kaujā par Vesnotu'</italic> ir vienkārša. Lai "
"izvēlētos vienību, kuru gribi pārvietot, klikšķini uz tās, tad klikšķini uz "
"lauciņu, uz kuru pārvietot. Kad vienība ir izvēlēta, visi lauciņi, kurus tā "
"var sasniegt šajā gājienā, būs izgaismoti, un visi pārējie lauciņi kartē "
"tiks ieēnoti. Novietojot peles kursoru uz izgaismotā lauciņa, tiks parādīts "
"vienības aizsardzības līmenis lauciņā. Novietojot peles kursoru uz ieēnotā "
"lauciņa, papildus vēl tiks parādīts, cik gājieni nepieciešami tā "
"sasniegšanai, un uzklikšķinot uz tā - vienība pārvietosies pa ātrāko ceļu "
"(šajā un nākamajos gājienos). Ja, pirmo reizi pārvietojot vienību, "
"neizmantoji visu tās gājienu, vari to pārvietot atkal. Tas noder apmainot "
"divas vienības vietām. Uzbrūkot ar vienību, tiks izmantoti visi viņas "
"gājienu punkti. Beidzot gājienu ciemā (kurš tev vēl nepieder), arī tiks "
"izmantots visi gājieni, bet tā joprojām varēs uzbrukt."
#. [topic]: id=movement
#: data/core/help.cfg:266
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Another thing to keep in mind while moving is <italic>text='zones of "
#| "control'</italic>. Each unit generates a zone of control in the hexes "
#| "immediately surrounding it, and any enemy unit entering those hexes "
#| "immediately ends its movement. Learning how to use zones of control to "
#| "your advantage is an important part of Wesnoth, as only "
#| "<ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones "
#| "of control."
msgid ""
"\n"
"\n"
"Another thing to keep in mind while moving is <italic>text='zones of "
"control'</italic>. Each unit — except for level 0 units — generates a zone "
"of control in the hexes immediately surrounding it, and any enemy unit "
"entering those hexes immediately ends its movement. Learning how to use "
"zones of control to your advantage is an important part of Wesnoth, as only "
"<ref>dst='ability_skirmisherskirmisher' text='skirmishers'</ref> can ignore "
"zones of control."
msgstr ""
"\n"
"\n"
"Vēl viena lieta, ko vajadzētu paturēt prātā pārvietojoties, ir "
"<italic>text='kontroles zonas'</italic>. Ap katru vienību esošie lauciņi ir "
"tās vienības kontroles zona, un jebkura ienaidnieka vienība, kura uzkāpj uz "
"kāda no tiem lauciņiem, nekavējoties beidz savu pārvietošanos. Svarīga "
"<italic>text='Kaujas par Vesnotu'</italic> daļa ir iemācīties, kā izmantot "
"šīs kontroles zonas savā labā, jo tikai <ref>dst='ability_skirmisher' "
"text='strēlnieki'</ref> spēj ignorēt kontroles zonas."
#. [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"
"Lai apskatītu, kur ienaidnieks var pārvietoties tā nākamā gājiena laikā, "
"nospied Ctrl-v vai Cmd-v. Ctrl-b vai Cmd-b parāda, kur ienaidnieks varētu "
"pārvietoties, ja uz kartes nebūtu tavu vienību, kas bloķē viņu pārvietošanos."
#. [topic]: id=vision
#: data/core/help.cfg:277
#, fuzzy
#| msgid "Vision: "
msgid "Vision"
msgstr "Vīzija: "
#. [topic]: id=vision
#: data/core/help.cfg:278
msgid ""
"Vision determines how far a unit can see on the map. Normally, a units "
"vision range is calculated as its movement range plus one hex. Certain units "
"with unique vision capabilities deviate from this rule and have vision cost "
"independent of movement range."
msgstr ""
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:285
msgid "Shroud and Fog of War"
msgstr "Plīvurs un kara migla"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:286
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turns move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a units movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"Dažos scenārijos daļa no kartes tev būs slēpta. Ir divi mehānismi, kas var "
"tikt lietoti atsevišķi vai kopā. <italic>text='Plīvurs'</italic> slēpj gan "
"apvidu, gan jebkuru vienību tajā vietā. Tomēr, kad vienreiz tas ir ticis "
"noņemts, tā vieta visu laiku ir redzama. <italic>text='Kara migla'</italic> "
"slēpj tikai vienības un ciemu piederību (pretinieka vai sabiedroto). Kara "
"migla izklīst tikai uz laiku, kad tavas vienības ir tuvumā, bet atgriežas, "
"kad tās aiziet. Gan plīvurs, gan kara migla tiek noņemti ar vienībām. Katra "
"vienība attīra gājiena attālumā apkārt esošos lauciņus (neņemot vērā "
"kontroles zonas un ienaidnieka vienības).\n"
"\n"
"Parasti vienību gājienus var atcelt, kamēr vien nav bijis notikums ar "
"nejaušu rezultātu, piemēram, cīņa vai iesaukšana (jo vairums vienību "
"īpašības saņem nejaušības kārtā, kad tās tiek iesauktas). Apslēpta apvidus "
"izpētīšana, arī liegs iespēju atcelt darbības. Iespējams aktivizēt "
"<bold>text='Vilcināt plīvura atjaunināšanu'</bold>. Tas pasargās no plīvura "
"vai kara miglas noņemšanas līdz nākamajam notikumam vai līdz brīdim kad "
"izvēlēsies <bold>text='Atjaunināt plīvuru tagad'</bold>. (vai līdz gājiena "
"beigām)."
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:290
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Multiplayer Eras and Factions'</header>"
msgid "<header>text='Multiplayer and undo'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daudzspēlētāju ēras un Frakcijas'</header>"
#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:292
msgid ""
"In multiplayer games, moves that have been sent to the network cant 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 dont "
"cause the undoable moves to be sent."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:299
msgid "Save-loading"
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:300
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:302
msgid ""
"One of the challenges of the game is to work out how to protect your heroes. "
"Small risks quickly build up: if you have five important units, and they "
"each have just a 1% chance of death each turn, you can "
"<italic>text='expect'</italic> one of them to die about every 20 turns. So, "
"youll rarely make it through a scenario without having it happen."
msgstr ""
#. [topic]: id=saveload
#: data/core/help.cfg:305
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 its 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:307
msgid ""
"The difficulty levels are balanced assuming that the player wont 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:309
msgid ""
"That said, its a game; the best way to play it is whichever way gives you "
"the most enjoyment."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:316
msgid "Learning from Losses"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:317
msgid ""
"<italic>text='Why did I lose that scenario?'</italic>\n"
"\n"
"One of the most difficult parts of Wesnoth is understanding why a scenario "
"was lost."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:319
msgid ""
"\n"
"\n"
"When you first start playing, you will probably lose some scenarios. That is "
"normal, and is part of learning the game. When that happens, try to learn "
"from your mistakes: watch the replay, try to understand what you did wrong, "
"then <ref>dst='saveload' text='restart the scenario'</ref> and try again."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:321
msgid ""
"\n"
"\n"
"Some common reasons for losing a scenario are:"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:323
msgid ""
"\n"
"\n"
"• Playing a campaign at too high a <ref>dst='..gameplay' text='difficulty "
"level'</ref>. Try restarting the scenario at an easier difficulty."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:325
msgid ""
"\n"
"\n"
"• Playing a poor strategy: for example, recruiting the wrong types of units, "
"fighting at the wrong <ref>dst='time_of_day' text='time of day'</ref>, not "
"taking advantage of terrain features or units special abilities, and so on."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:327
msgid ""
"\n"
"\n"
"• Missing clues. Often there will be hints in the campaigns 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:329
msgid ""
"\n"
"\n"
"• Barely scraping a victory in a previous scenario. Campaigns generally "
"assume that you will have some <italic>text='carryover gold'</italic> and "
"some experienced units on your <italic>text='recall list.'</italic> (These "
"concepts are explained in the tutorial.) If you win a scenario but lose most "
"of your experienced units and much of your gold, the following scenario may "
"be very difficult to beat, even for a more experienced player. If you find "
"yourself in this situation, you may try to go back a scenario or two and win "
"them more convincingly, or change to an easier difficulty. (However, "
"remember that <italic>text='some'</italic> losses are expected, particularly "
"at higher difficulties.)"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:331
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:333
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Creator Resources'</header>"
msgid ""
"\n"
"\n"
"<header>text='Unlikely reasons'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Resursi veidotājiem'</header>"
#. [topic]: id=whylost
#: data/core/help.cfg:335
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:337
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:339
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:341
msgid ""
"\n"
"\n"
"• Unusually-bad luck. Whether an attack hits or misses is random, so it "
"could happen that the enemy was very lucky and had many hits, while you were "
"very unlucky and had many misses. However, this is a very rare occurrence, "
"virtually unheard of in all but the shortest, smallest scenarios. In fact, "
"losses are more commonly caused by playing a <italic>text='bad'</italic> "
"strategy despite having <italic>text='above-average'</italic> luck, than by "
"playing a <italic>text='good'</italic> strategy but having "
"<italic>text='below-average'</italic> luck. Moreover, merely having “below-"
"average” luck does not excuse a loss; having below-average luck is perfectly "
"normal, and scenarios are designed to be winnable even with below-average "
"luck. It is only exceedingly bad luck, over multiple turns, that we mean "
"here."
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:343
msgid ""
"\n"
"\n"
"Be wary of attributing a loss to any of these reasons. If you are not a "
"veteran player, it is far more likely that your loss was caused by one of "
"the <italic>text='common'</italic> errors, listed above, and is not "
"indicative of a bug in the campaign. However, if you still think you found a "
"bug, then by all means, report it!"
msgstr ""
#. [topic]: id=whylost
#: data/core/help.cfg:345
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:354
msgid "Combat"
msgstr "Cīņa"
#. [topic]: id=combat
#: data/core/help.cfg:355
msgid ""
"\n"
"\n"
"<header>text='Order and Number of Strikes'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Sitienu secība un skaits'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:355
msgid ""
"Combat in <italic>text='Battle for Wesnoth'</italic> always takes place "
"between units in adjacent hexes. Click on your unit, and click on the enemy "
"you want to attack: your unit will move towards the enemy unit, and when "
"they are next to each other, combat will begin. The attacker and defender "
"alternate strikes until each has used their allotted number of strikes. The "
"attacker chooses one of its weapons to attack with, and the defender "
"retaliates with one of its attacks of the same type. There are two types of "
"attacks: <italic>text='melee'</italic>, which usually involves weapons such "
"as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually "
"involves weapons such as bows, spears and fireballs."
msgstr ""
"<italic>text='Kaujā par Vesnotu'</italic> cīņa vienmēr notiek starp vienībām "
"uz blakus esošajiem lauciņiem. Klikšķini uz savu vienību, un tad uz "
"ienaidnieka vienību, kurai gribi uzbrukt: tava vienība pārvietosies "
"ienaidnieka vienības virzienā, un, kad tās būs viena otrai blakus, sāksies "
"cīņa. Uzbrucējs un upuris apmainīsies sitieniem līdz katra vienība būs "
"veikusi tai doto sitienu skaitu. Uzbrucējs izvēlas vienu no saviem uzbrukuma "
"veidiem, un upuris atspēlējas ar kādu no saviem uzbrukumiem. Ir divu tipu "
"uzbrukumi: <italic>text='tuvcīņas'</italic>, kas parasti saistīti ar tādiem "
"ieročiem kā zobeni, cirvji vai durkļi, un <italic>text='lādiņu'</italic> - "
"uzbrukumi, kas parasti saistīti ar tādiem ieročiem kā loki, šķēpi un uguns "
"bumbas."
#. [topic]: id=combat
#: data/core/help.cfg:357
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "The attacker gets the first strike, then the defender retaliates. Each "
#| "strike either hits, doing a given amount of damage, or misses, doing no "
#| "damage at all. Strikes alternate until each unit has used up all of its "
#| "strikes. The number of strikes a unit has varies; for instance, an elvish "
#| "fighter with a 54 attack may strike 4 times, each successful strike "
#| "dealing 5 damage, while an orcish grunt with a 92 attack can only strike "
#| "twice (but at 9 damage for each hit)."
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"
"Uzbrucējam tiek pirmais sitiens, pēc tam upuris atspēlējas. Katrs sitiens "
"vai nu trāpa, nodarot noteiktu bojājumu apjomu, vai netrāpa, nenodarot "
"nekādu bojājumu. Sitieni tiek apmainīti līdz kamēr katra vienība ir "
"izmantojusi visus tās sitienus. Vienības sitienu skaits ir mainīgs, "
"piemēram, elfu cīnītājs ar 5-4 uzbrukumu var sist 4 reizes, ar katru "
"veiksmīgu sitienu atņemot 5 punktus, kamēr orku kājnieks ar 9-2 uzbrukumu "
"var sist tikai divas reizes (bet atņemot 9 punktus ar katru trāpījumu)."
#. [topic]: id=combat
#: data/core/help.cfg:359
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Iespējamība trāpīt'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:361
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elfs chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"Katrai vienībai pastāv iespējamība, ka tai trāpīs, ko nosaka "
"<italic>text='apvidus tips'</italic>, kurā tā atrodas. Tā ir parādīta "
"statusa panelī, un var arī tikt atrasta, klikškinot ar labo peles taustiņu "
"uz vienības, un izvēloties <bold>text='Vienības aprakstu'</bold>, un tad "
"skatoties pie <bold>text='Apvidus modifikatoriem'</bold>. Piemēram, daudziem "
"elfiem aizsardzības līmenis mežā ir 70%, tātad uzbrūkošajai vienībai ir "
"tikai 30% iespējamība trāpīt. Savukārt elfu iespējas trāpīt uzbrucējam ir "
"atkarīgas no tā, kādā apvidus tipā ir uzbrucējs."
#. [topic]: id=combat
#: data/core/help.cfg:363
msgid ""
"\n"
"\n"
"There are two exceptions to this rule: <ref>dst='weaponspecial_magical' "
"text='magical attacks'</ref> and <ref>dst='weaponspecial_marksman' "
"text='marksmen'</ref>. Magical attacks always have a 70% chance to hit, "
"regardless of terrain, and, when used offensively, marksmen always have at "
"least a 60% chance to hit, regardless of terrain."
msgstr ""
"\n"
"\n"
"Šim likumam ir divi izņēmumi: <ref>dst='weaponspecial_magical' "
"text='maģiskie uzbrukumi'</ref> un <ref>dst='weaponspecial_marksman' "
"text='snaiperi'</ref>. Maģiskajiem uzbrukumiem vienmēr ir 70% iespējamība "
"trāpīt neatkarīgi no apvidus, un, kad uzbrūk snaipers vienmēr ir vismaz 60% "
"iespējamība trāpīt neatkarīgi no apvidus."
#. [topic]: id=combat
#: data/core/help.cfg:365
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text='Bojājumi'</header>"
#. [topic]: id=combat
#: data/core/help.cfg:367
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Each strike which hits causes a base amount of damage depending on the "
#| "attack type. For instance, an elvish fighter with a 54 attack does 5 "
#| "base damage. This is usually modified by two things: "
#| "<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
#| "<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage "
#| "is modified by the circumstances, select <bold>text='Damage "
#| "Calculations'</bold> in the attack selection menu."
msgid ""
"\n"
"\n"
"Each strike which hits causes a base amount of damage depending on the "
"attack type. For instance, an elvish fighter with a 5×4 attack does 5 base "
"damage. This is usually modified by two things: "
"<ref>dst='damage_types_and_resistance' text='resistance'</ref> and "
"<ref>dst='time_of_day' text='time of day'</ref>. To see how base damage is "
"modified by the circumstances, select <bold>text='Damage Calculations'</"
"bold> in the attack selection menu."
msgstr ""
"\n"
"\n"
"Katrs sitiens, kurš trāpa nodara bojājumus, kuru pamata apjoms atkarīgs no "
"uzbrukuma tipa. Piemēram, elfu cīnītājs ar 5-4 uzbrukumu atņem 5 punktus. To "
"parasti modificē dvas lietas: <ref>dst='damage_types_and_resistance' "
"text='izturība'</ref> un <ref>dst='time_of_day' text='diennakts laiks'</"
"ref>. Lai apskatītu, kā pamata bojājumu apjomu maina apstākļi, izvēlies "
"<bold>text='Bojājumu aprēķinus'</bold> uzbrukuma izvēles logā."
#. [topic]: id=combat
#: data/core/help.cfg:369
msgid ""
"\n"
"\n"
"A few units have special <ref>dst='..abilities_section' text='abilities'</"
"ref> which affect damage dealt in combat. The most common of these is "
"<ref>dst='weaponspecial_charge' text='charge'</ref>, which doubles the "
"damage dealt by both attacker and defender when the unit with charge attacks."
msgstr ""
"\n"
"\n"
"Dažām vienībām ir īpašas <ref>dst='..abilities_section' text='spējas'</ref>, "
"kas ietekmē nodarīto bojājumu apjomu kaujā. Visizplatītākā no tām ir "
"<ref>dst='weaponspecial_charge' text='lādiņš'</ref>, kas dubulto gan "
"uzbrucēja, gan upura saņemto bojājumu apjomu."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:377
msgid "Damage Types and Resistance"
msgstr "Bojājumu un izturību veidi"
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:378
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"
"Izturība darbojas ļoti vienkārši: ja vienībai ir 40% izturība pret bojājuma "
"tipu, tad tā saņems 40% mazāk bojājumu, kad tai trāpīs ar noteikto uzbrukuma "
"tipu. Tā pat vienība var būt arī ievainojama pret kādiem no bojājumu "
"veidiem. Ja vienībai ir 100% izturība pret kādu bojājumu veidu, tad tā "
"saņems par 100% vairāk bojājumu, kad tai trāpīs ar noteikto uzbrukumu."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:378
msgid ""
"In Wesnoth, there are three types of damage usually associated with physical "
"attacks: <italic>text='blade, pierce, and impact damage'</italic>. "
"Additionally, there are three further types of damage usually associated "
"with magical attacks: <italic>text='fire, cold, and arcane attacks'</"
"italic>. Different units may have resistances which alter the damage which "
"they take from certain damage types."
msgstr ""
"<italic>text='Kaujā par Vesnotu'</italic> ir trīs fizisko uzbrukumu veidi: "
"<italic>text='griešana, duršana un trieciens'</italic>. Turklāt ir vēl trīs "
"citi bojājumu veidi, kas parasti saistīti ar maģiskiem uzbrukumiem: "
"<italic>text='uguns, aukstums un mistiskais'</italic>. Dažādu vienību "
"izturība maina to saņemto bojājumu apjomu."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:380
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"
"Piemēram, skeleti ir īpaši izturīgi pret griešanu un caurduršanu, bet "
"ievainojami ar triecieniem un uguni, kā arī ārkārtīgi ievainojami ar "
"mistiksko uzbrukumu."
#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:382
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"
"Ja sitiens trāpa, tas vienmēr nodarīs bojājumu vismaz 1 punkta apmērā. Tas "
"ir spēkā pat tad, ja upurim ir 100% izturība pret konkrēto bojājumu veidu."
#. [topic]: id=orbs
#: data/core/help.cfg:390
msgid "Orbs and ellipses"
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:391
msgid ""
"There are colored indicators above the energy bars of some units, consisting "
"of a colored orb (and sometimes a <ref>dst='crowns' text='crown'</ref>)."
msgstr ""
#. [topic]: id=orbs
#. The help page has a set of images above this paragraph, in the same order as the bullet points
#: data/core/help.cfg:403
msgid ""
"The orbs show whether the unit can move or attack. The statuses and their "
"standard colors are:\n"
"• <bold>text='Green'</bold> if it has neither moved nor attacked this turn.\n"
"• <bold>text='Yellow'</bold> if it has moved (or attacked), and can still "
"attack. It might still be able to move further too.\n"
"• <bold>text='Red'</bold> 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"
"• <bold>text='Red and yellow'</bold> 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 <italic>text='disengage'</italic> ability in the campaign "
"<italic>text='Under the Burning Suns'</italic>.\n"
"• <bold>text='Blue'</bold> for allied units, except during that allys own "
"turn.\n"
" • During the allys 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 "
"<ref>dst='shroud_and_fog' text='Shroud and Fog of War'</ref>.\n"
"• Enemy units normally dont have orbs, however these can be enabled in the "
"advanced preference “Customize orb colors”."
msgstr ""
#. [topic]: id=orbs
#: data/core/help.cfg:415
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Creator Resources'</header>"
msgid "<header>text='Ellipses'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Resursi veidotājiem'</header>"
#. [topic]: id=orbs
#: data/core/help.cfg:418
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:429
msgid ""
"• Most units have a circular ellipse.\n"
"• Units that can recruit have a seven-pointed star.\n"
"• <ref>dst='crowns' text='Hero units'</ref> have a smaller variant of the "
"seven-pointed star, these units cant recruit.\n"
"• Units without a <ref>dst='movement' text='zone of control'</ref> have a "
"broken outline version of the shape.\n"
"• Some campaigns start with a level zero leader. Able to recruit but lacking "
"a ZoC, these units have a broken outline version of the seven-pointed star."
msgstr ""
#. [topic]: id=crowns
#: data/core/help.cfg:440
msgid "Crowns and loyal markers"
msgstr ""
#. [topic]: id=crowns
#: data/core/help.cfg:441
msgid ""
"Some units have an additional marker superimposed on their <ref>dst='orbs' "
"text='orb'</ref>, and a corresponding shape to their <ref>dst='orbs' "
"text='ellipses'</ref>:"
msgstr ""
#. [topic]: id=crowns
#. The help page has a set of images above this paragraph, in the same order as the first set of bullet points, showing what the "loyal icon" is and the difference between "silver" and "blueish-silver".
#: data/core/help.cfg:456
msgid ""
"• Leaders are shown with a <bold>text='gold crown'</bold>.\n"
"• Heroes have a <bold>text='blueish-silver crown'</bold>.\n"
"• Expendable leaders are shown with a <bold>text='silver crown'</bold>.\n"
"• <ref>dst='traits_loyal' text='Loyal units'</ref> have the "
"<bold>text='loyal icon'</bold>.\n"
"\n"
"Of these categories, only leaders are built into the basic game rules. The "
"others are found in campaigns, and are characters that form part of the "
"narration. The exact rules for them are set by their campaign, which might "
"deviate from these standard expectations about them:\n"
"\n"
"• The death of any hero leads to immediate defeat.\n"
"• The death of an expendable leader doesnt 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 doesnt end immediately.\n"
"• These units will never occur as random recruits."
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:474
msgid "Time of Day"
msgstr "Diennakts laiks"
#. [topic]: id=time_of_day
#: data/core/help.cfg:475
#, fuzzy
#| msgid ""
#| "The time of day affects the damage of certain units as follows:\n"
#| " Lawful units get +25% damage in daytime, and 25% damage at night.\n"
#| " Chaotic units get +25% damage at night, and 25% in daytime.\n"
#| " Neutral units are unaffected by the time of day.\n"
#| " Liminal units get 25% damage during both night and daytime."
msgid ""
"The time of day affects the damage of certain units as follows:\n"
"\n"
"• <bold>text='Lawful'</bold> units get +25% damage in daytime, and 25% "
"damage at night.\n"
"• <bold>text='Chaotic'</bold> units get +25% damage at night, and 25% in "
"daytime.\n"
"• <bold>text='Neutral'</bold> units are unaffected by the time of day.\n"
"• <bold>text='Liminal'</bold> units get +25% damage during twilight."
msgstr ""
"Diennakts laiks ietekmē noteiktu vienību spēku:\n"
" Likumpaklausīgās vienības saņem +25% spēka dienas laikā un 25% nakts "
"laikā.\n"
" Haotiskās vienības saņem +25% spēka naktī un 25% dienas laikā.\n"
" Neitrālās vienības netiek ietekmētas.\n"
" Ēnotās vienības saņem 25% spēka gan dienas, gan nakts laikā."
#. [topic]: id=time_of_day
#: data/core/help.cfg:480
#, fuzzy
#| 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"
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"
"Pašreizējais diennakts laiks redzams zem minikartes. Parastā diennakts ciklā "
"rīts un pēcpusdiena skaitās kā diena, bet pirmā un otrā sardze skaitās kā "
"nakts:\n"
#. [topic]: id=time_of_day
#. [time]: id=dawn
#. [time]: id=dawn_hour
#: data/core/help.cfg:484 data/core/macros/schedules.cfg:16
#: data/core/macros/schedules.cfg:290
msgid "Dawn"
msgstr "Saullēkts"
#. [topic]: id=time_of_day
#. [time]: id=morning
#: data/core/help.cfg:485 data/core/macros/schedules.cfg:28
msgid "Morning"
msgstr "Rīts"
#. [topic]: id=time_of_day
#. [time]: id=afternoon
#: data/core/help.cfg:486 data/core/macros/schedules.cfg:46
msgid "Afternoon"
msgstr "Pēcpusdiena"
#. [topic]: id=time_of_day
#. [time]: id=dusk
#. [time]: id=dusk_hour
#: data/core/help.cfg:487 data/core/macros/schedules.cfg:55
#: data/core/macros/schedules.cfg:411
msgid "Dusk"
msgstr "Saulriets"
#. [topic]: id=time_of_day
#. [time]: id=first_watch
#: data/core/help.cfg:488 data/core/macros/schedules.cfg:67
msgid "First Watch"
msgstr "Pirmā sardze"
#. [topic]: id=time_of_day
#. [time]: id=second_watch
#: data/core/help.cfg:489 data/core/macros/schedules.cfg:91
msgid "Second Watch"
msgstr "Otrā sardze"
#. [topic]: id=time_of_day
#: data/core/help.cfg:491
#, fuzzy
#| msgid ""
#| "Keep in mind that some scenarios take place underground, where it is "
#| "perpetually night!"
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!\n"
msgstr "Paturi prātā, ka daži scenāriji notiek pazemē, kur ir mūžīgā nakts!"
#. [topic]: id=time_of_day
#: data/core/help.cfg:493
msgid ""
"Some underground locations are illuminated. They are perpetually "
"intermediate between day and night.\n"
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:495
msgid ""
"Some role-playing scenarios take place indoors — these regions are similarly "
"intermediate.\n"
msgstr ""
#. [topic]: id=time_of_day
#: data/core/help.cfg:497
msgid ""
"Finally, units with the <ref>dst='ability_illuminationilluminates' "
"text='illuminates'</ref> ability and terrain features such as "
"<ref>dst='terrain_lava' text='lava'</ref> change the time of day bonus "
"around them."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:504
msgid "Healing"
msgstr "Dziedēšana"
#. [topic]: id=healing
#: data/core/help.cfg:505
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor "
#| "is attacked will heal 2 HP in its next turn."
msgid ""
"\n"
"\n"
"• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is "
"attacked will heal 2 HP in its next turn."
msgstr ""
"\n"
"\n"
"<italic>text='Atpūšanās'</italic>: Vienība, kura nepārvietojas un neuzbrūk, "
"un kurai arī netiek uzbrukts, tiks dziedēta par 2 veselības punktiem "
"nākamajā gājienā."
#. [topic]: id=healing
#: data/core/help.cfg:505
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:507
#, fuzzy
#| msgid ""
#| "\n"
#| "<italic>text='Villages'</italic>: A unit which starts a turn in a village "
#| "will heal 8HP."
msgid ""
"\n"
"• <bold>text='Villages'</bold>: A unit which starts a turn in a village or "
"<ref>dst='terrain_oasis' text='oasis'</ref> will heal 8HP. If the unit is "
"poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<italic>text='Ciemi'</italic>: Vienība, kura sāk gājienu ciematā, tiks "
"dziedēta par 8 veselības punktiem."
#. [topic]: id=healing
#: data/core/help.cfg:508
#, fuzzy
#| msgid ""
#| "\n"
#| "<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
#| "(such as trolls) will automatically heal 8HP every turn."
msgid ""
"\n"
"• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: "
"Certain units (such as trolls) will automatically heal 8HP every turn. If "
"the unit is poisoned, the poison will be cured instead."
msgstr ""
"\n"
"<ref>dst='ability_regenerates' text='Reģenerācija'</ref>: Noteiktas vienības "
"(piemēram, troļļi) ārstējas automātiski katrā gājienā par 8 veselības "
"punktiem."
#. [topic]: id=healing
#: data/core/help.cfg:509
#, fuzzy
#| msgid ""
#| "\n"
#| "<italic>text='Healing units'</italic>: Units with the "
#| "<ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each "
#| "allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</"
#| "ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent "
#| "Poison from causing that unit damage."
msgid ""
"\n"
"• <bold>text='Healing units'</bold>: Units with the "
"<ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each "
"allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</"
"ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or "
"prevent Poison from causing that unit damage."
msgstr ""
"\n"
"<italic>text='Dziednieki'</italic>: Vienības ar <ref>dst='ability_heals +4' "
"text='dziedēšanas'</ref> spēju. Tie dziedēs katru blakus esošo sabiedroto "
"vienību, parasti par <ref>dst='ability_heals +4' text='4 VP'</ref> vai "
"<ref>dst='ability_heals +8' text='8 VP'</ref> gājienā, vai arī neļaus indei "
"turpināt novārdzināt kareivi."
#. [topic]: id=healing
#: data/core/help.cfg:510
#, fuzzy
#| msgid ""
#| "\n"
#| "<italic>text='Curing units'</italic>: Units with the "
#| "<ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in "
#| "all allied adjacent units (in preference to healing, if it has that "
#| "ability as well)."
msgid ""
"\n"
"• <bold>text='Curing units'</bold>: Units with the "
"<ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison "
"in all allied adjacent units (in preference to healing, if it has that "
"ability as well)."
msgstr ""
"\n"
"<italic>text='Ārstējošas vienības'</italic>: Vienības ar "
"<ref>dst='ability_cures' text='ārstēšanas'</ref> spēju izārstēs visas blakus "
"esošās sabiedroto vienības no indes. (dodot priekšroku dziedēšanai, ja tai "
"piemīt arī šī spēja)."
#. [topic]: id=healing
#: data/core/help.cfg:511
msgid ""
"\n"
"• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' "
"text='advances'</ref>, it will heal fully. This can happen as soon as your "
"unit gains enough experience, whether it is your turn or not."
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:512
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"
"Atpūšanās var tikt kombinēta ar citiem dziedēšanas veidiem, bet ciemos "
"reģenerācija, dziedēšana un ārstēšana nevar tikt kombinētas: tiks izmantota "
"labākā iespēja. Visbeidzot, vienības tiek dziedētas pilnībā starp "
"scenārijiem."
#. [topic]: id=healing
#: data/core/help.cfg:514
msgid ""
"\n"
"\n"
"<bold>text='Advanced'</bold>"
msgstr ""
#. [topic]: id=healing
#: data/core/help.cfg:516
msgid ""
"\n"
"\n"
"Unlike other forms of healing, the heals ability will not take effect on the "
"healed units turn, but on the healers 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 ""
#. [topic]: id=wrap_up
#: data/core/help.cfg:524
msgid "Wrap Up"
msgstr "Kopsavilkums"
#. [topic]: id=wrap_up
#: data/core/help.cfg:525
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
msgstr ""
"Šis noslēdz <italic>text='Kaujas par Vesnotu'</italic> pamatus. Tu varētu "
"vēlēties turpināt lasīšanu par stratēģijas pamatiem vai iepazīties ar "
"<ref>dst='..traits_section' text='iezīmēm'</ref> un <ref>dst='.."
"abilities_section' text='spējām'</ref>, bet tagad tu zini visu nepieciešamo, "
"lai spēlētu <italic>text='Troņa mantinieka'</italic> kampaņu. Prieku un "
"veiksmi spēlējot!"
#. [topic]: id=license
#: data/core/help.cfg:530
msgid "License"
msgstr "Licence"
#. [topic]: id=..traits_section
#: data/core/help.cfg:541
#, fuzzy
#| msgid ""
#| "Most units have two traits. However, undead units are assigned the single "
#| "trait <italic>text='undead'</italic>, and woses do not receive any "
#| "traits. Traits are modifications that change a units attributes "
#| "slightly. They are usually randomly assigned to a unit when it is "
#| "recruited."
msgid ""
"\n"
"\n"
"Most units have two traits. However, goblins have only one trait, undead "
"units are always assigned the single trait <italic>text='undead'</italic> "
"and in some cases <italic>text='fearless'</italic>, and woses do not receive "
"any traits. "
msgstr ""
"Vairumam vienību piemīt divas iezīmes. Taču nedzīvo vienībām ir tikai viena "
"iezīme <italic>text='nedzīvais'</italic>, un vosiem nav nekādu iezīmju. "
"Iezīmes ir modifikācijas, kas nedaudz maina vienības īpašības. Parasti tās "
"tiek piešķirtas vienībām nejaušības kārtā, kad tās tiek iesauktas."
#. [topic]: id=..traits_section
#: data/core/help.cfg:541
msgid ""
"Traits are modifications that change a units attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited. The traits "
"available to a unit are largely determined by its <italic>text='race'</"
"italic>."
msgstr ""
#. [topic]: id=..traits_section
#: data/core/help.cfg:543
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "The traits that are available to all non-undead units are "
#| "<ref>dst='traits_intelligent' text='intelligent'</ref>, "
#| "<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
#| "text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgid ""
"\n"
"\n"
"The traits that are available to most nonundead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Iezīmes, kuras pieejamas visām vienībām ir <ref>dst='traits_intelligent' "
"text='inteliģence'</ref>, <ref>dst='traits_quick' text='ātrums'</ref>, "
"<ref>dst='traits_resilient' text='izturība'</ref> un "
"<ref>dst='traits_strong' text='spēks'</ref>."
#. [topic]: id=..traits_section
#: data/core/help.cfg:545
msgid ""
"\n"
"\n"
"Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and "
"dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls "
"and certain humans may receive <ref>dst='traits_fearless' text='fearless'</"
"ref>. Other traits which may be assigned include <ref>dst='traits_loyal' "
"text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and "
"<ref>dst='traits_undead' text='undead'</ref>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:555
msgid ""
"\n"
"\n"
"Terrains come in two types: <italic>text='basic'</italic> and "
"<italic>text='mixed'</italic>."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:555
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"units defensive capability in combat."
msgstr ""
"Spēles kartēs ir dažādi apvidi, kas ietekmē gan vienību pārvietošanos, gan "
"vienības aizsardzības spējas."
#. [topic]: id=..terrains_section
#: data/core/help.cfg:557
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Creator Resources'</header>"
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Resursi veidotājiem'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:559
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:563
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 units help page. Basic "
"terrain types may have unique properties like illumination effects as well."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:565
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Creator Resources'</header>"
msgid ""
"\n"
"\n"
"<header>text='Mixed Terrain Types'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Resursi veidotājiem'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:567
msgid ""
"\n"
"\n"
"Mixed terrain types share the properties of multiple basic terrain types — "
"units generally receive the <italic>text='best defense'</italic> and "
"<italic>text='worst movement'</italic> of the underlying basic types when "
"they move onto a mixed type. For example, this is the case with "
"<italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, "
"and <italic>text='cave hills'</italic>.\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:571
msgid ""
"\n"
"\n"
"One notable exception is bridge terrains, such as <italic>text='bridges over "
"shallow water'</italic>, <italic>text='fords'</italic>, and "
"<italic>text='bridges over chasms'</italic>. Fords are easily passable to "
"both merfolk and humans — all units moving on a ford enjoy the best defense "
"and best movement out of flat and shallow water, rather than the worse "
"movement of the two. Similarly, bridges over chasms are passable to "
"nonfliers (unsurprisingly).\n"
"\n"
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:575
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:579
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:583
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:585
msgid ""
"\n"
"\n"
"You can see what type of behavior the mixed terrain gives by mousing over "
"its hex and viewing the <italic>text='terrain description'</italic> by "
"either pressing the hotkey, or right clicking and selecting from the context "
"menu."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:587
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Creator Resources'</header>"
msgid ""
"\n"
"\n"
"<header>text='Defense Caps'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Resursi veidotājiem'</header>"
#. [topic]: id=..terrains_section
#: data/core/help.cfg:589
msgid ""
"\n"
"\n"
"Some units have <italic>text='defense caps'</italic> for a particular basic "
"terrain type. These units suffer a penalty on mixed terrains with that type "
"— their defense cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:591
msgid ""
"\n"
"\n"
"For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> "
"has a defense rating of 30% on forests, and a defense cap for forests. Thus, "
"on forested hills, he has a defense rating of 30% rather than 40%, because "
"the mixed rating cannot exceed the cap."
msgstr ""
#. [topic]: id=..terrains_section
#: data/core/help.cfg:593
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:595
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Creator Resources'</header>"
msgid ""
"\n"
"\n"
"<header>text='Basic Terrain Types'</header>\n"
"\n"
msgstr ""
"\n"
"\n"
"<header>text='Resursi veidotājiem'</header>"
#. [topic]: id=..addons
#: data/core/help.cfg:608
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 ""
"Spēles dzinēja elastība ļauj lietotājiem radīt savu saturu, tai skaitā "
"Scenārijus, Kampaņas, utt.. paplašinot jau esošās spēles materiālus.\n"
#. [topic]: id=using_addons
#: data/core/help.cfg:618
msgid "Using Add-ons"
msgstr "Papildinājumu lietošana"
#. [topic]: id=using_addons
#: data/core/help.cfg:619
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Kampaņas un Scenāriji'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:619
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr ""
"Spēle atbalsta dažāda tipa pielikumus. Ne visi ir pieejami dažādos režīmos."
#. [topic]: id=using_addons
#: data/core/help.cfg:621
msgid ""
"\n"
"\n"
"Single-player campaigns are collections of scenarios that fit together to "
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
"and regular campaigns are available from the <italic>text='Campaigns'</"
"italic> menu at the title screen."
msgstr ""
"\n"
"\n"
"Vienspēlētāju kampaņas ir scenāriju kopa, kas pastāsta kādu stāstu. "
"Scenārijus un kampaņas var paņemt <italic>text='Kampaņas'</italic>."
#. [topic]: id=using_addons
#: data/core/help.cfg:623
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daudzspēlētāju kampaņas, scenāriji un kartes'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:625
msgid ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
"scripted scenarios or even specially designed campaigns. There are also "
"packs providing sets of individual multiplayer scenarios."
msgstr ""
"\n"
"\n"
"<italic>text='Daudzspēlētāju'</italic> spēles var spēlēt brīvā režīmā, ar "
"modificētu scenāriju vai kampaņu. Ir arī komplekti, kas satur individuālu "
"Daudzspēlētāja modifikāciju."
#. [topic]: id=using_addons
#: data/core/help.cfg:627
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daudzspēlētāju ēras un Frakcijas'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:629
msgid ""
"\n"
"\n"
"For gameplay purposes, various races of creatures in the world cooperate "
"with each other in factions. Factions are grouped in balanced sets with a "
"common theme; for example, the main factions of Wesnoth can be found in the "
"included Default Era.\n"
"\n"
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
"creating a new game, and players can pick from the available factions for "
"that era when setting up their sides and teams."
msgstr ""
"\n"
"\n"
"Spēlē iespējams, ka dažādas radības pasaulē sadarboties, caur frakcijām. "
"Frakcijas ir sagrupēti, sabalansēti komplekti ar kopīgu tēmu, piemēram: "
"galvenās frakcijas Wesnotā var atrast Noklusētajā Erā.\n"
"\n"
"<italic>text='Daudzspēlētājā'</italic> jūs varat izvēlēties ēru pirms "
"izveidojat spēli, un spēlētāji varēs izvēlēties frakcijas, kā arī veidot "
"savas puses un komandas."
#. [topic]: id=using_addons
#: data/core/help.cfg:633
msgid ""
"\n"
"\n"
"You can see what eras you have loaded in the <ref>text='eras' dst='.."
"eras_section'</ref> of the help."
msgstr ""
#. [topic]: id=using_addons
#: data/core/help.cfg:635
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Multiplayer Modifications'</header>"
msgid ""
"\n"
"\n"
"<header>text='Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Daudzspēlētāju modifikācijas'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:637
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Modifications are optional scenario- and era-independent scripts for "
#| "<italic>text='Multiplayer'</italic> games that can alter the default "
#| "ruleset in various ways. You can choose and configure modifications when "
#| "creating a new game."
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 ""
"\n"
"\n"
"Modifikācijas ir papildus skripti, neatkarīgi no scenārijiem un ērām. "
"<italic>text='Daudzspēlētājā'</italic> tie var mainīt ierasto noteikumu "
"kopu. Izvēlēties modifikācijas (un iestatīt) var pirms spēles izveidošanas."
#. [topic]: id=using_addons
#: data/core/help.cfg:639
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Creator Resources'</header>"
msgid ""
"\n"
"\n"
"<header>text='Cores'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Resursi veidotājiem'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:641
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:645
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Resursi veidotājiem'</header>"
#. [topic]: id=using_addons
#: data/core/help.cfg:647
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 ""
"\n"
"\n"
"Satura veidotāji resursu pakas var iegūt 'papildinājumu serverī', tur var "
"bagātināt savu materiālu ar: bildēm, mūziku un kodiem. Tie parasti nav "
"paredzēti tiešai izmantošanai spēlē, tomēr citi papildinājumitos var "
"piedāvāt ielādēt, vai pat pieprasīt."
#. [topic]: id=installing_addons
#: data/core/help.cfg:656
msgid "Installing Add-ons"
msgstr "Uzstādīt pielikumus"
#. [topic]: id=installing_addons
#: data/core/help.cfg:657
#, fuzzy
#| msgid ""
#| "User-made add-ons can be obtained and updated through the "
#| "<italic>text='Add-ons'</italic> option in the main menu. After connecting "
#| "to the add-ons server (by default <italic>text='add-ons.wesnoth.org'</"
#| "italic>), you will be presented with a list of add-ons available on the "
#| "server for downloading.\n"
#| "\n"
#| "The installation status for each add-on is shown below each entry. For "
#| "add-ons that are <italic>text='upgradable'</italic> or "
#| "<italic>text='outdated'</italic> on the server, their installed and "
#| "published versions will be shown in the <italic>text='Version'</italic> "
#| "column.\n"
#| "\n"
#| "To search for add-ons by keywords, type any relevant terms in any order "
#| "in the <bold>text='Filter'</bold> box, separated by spaces. You can also "
#| "sort the add-on list by clicking the column headers. It is also possible "
#| "to choose to only display add-ons of specific categories by clicking on "
#| "the <bold>text='Options'</bold> button in the top-right corner.\n"
#| "\n"
#| "To install an add-on, select it from the list and click <bold>text='OK'</"
#| "bold>, or simply double-click on the add-ons title. The "
#| "<bold>text='Description'</bold> button provides you with additional "
#| "details about the add-on, such as its full description, installation "
#| "status, and available languages."
msgid ""
"User-made add-ons can be obtained and updated through the <italic>text='Add-"
"ons'</italic> option in the main menu. After connecting to the add-ons "
"server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be "
"presented with a list of add-ons available on the server for downloading.\n"
"\n"
"The installation status for each add-on is shown below each entry. For add-"
"ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</"
"italic> on the server, their installed and published versions will be shown "
"in the <italic>text='Version'</italic> column.\n"
"\n"
"To search for add-ons by keywords, type any relevant terms in any order in "
"the search box, separated by spaces. You can also sort the add-on list by "
"clicking the column headers. It is also possible to choose to only display "
"add-ons of specific categories by clicking on the <bold>text='Type'</bold> "
"dropdown.\n"
"\n"
"To install an add-on, select it from the list and click the <bold>text='+'</"
"bold> icon, or simply double-click on the add-ons title. If the window is "
"too small to show them inline, the <bold>text='Add-on Details'</bold> button "
"provides you with additional details about the add-on, such as its full "
"description, installation status, and available translations."
msgstr ""
"Lietotāja pielikumus var iegūt un atjaunot spēles galvenajā izvēlnē, "
"nospiežot pogu <italic>text='Papildinājumi'</italic>. Pēc pieslēgšanās "
"'papildinājumu serverim' (<italic>text='add-ons.wesnoth.org'</italic>) tev "
"piedāvās sarakstu ar pielikumiem ko ielādēt.\n"
"\n"
"Zem katra papildinājuma būs redzams statuss. Tiem kam būs pieejams "
"<italic>text='atjauninājums'</italic> vai ir <italic>text='novecojuši'</"
"italic> uz servera, to uzstādīšanas un publicētās versijas būs redzamas "
"sadaļā <italic>text='Versijas'</italic>.\n"
"\n"
"Lai meklētu pielikumus pēc atslēgvārdiem, ierakstiet textu (jebkurā secībā) "
"<bold>text='Filtri'</bold> sadaļā, atdalot ar 'atstarpi'. Jūs varat arī "
"kārtot pielikumus sarakstā, noklikšķinot galvenajā kolonnā uz kritēriju "
"sadaļām. Tāpat ir iespējams parādīt tikai vēlamo 'pielikumus' kategoriju, "
"noklikšķinot uz <bold>text='Options'</bold> pogas (augšējā labajā stūrī).\n"
"\n"
"Lai uzstādītu papildinājumu - izvēlies to sarakstā un nospied "
"<bold>text='Labi'</bold>, divreiz noklikšķini sarakstā. Nospiežot "
"<bold>text='Apraksta'</bold> pogu iegūsi smalkāku informāciju par konkrēto "
"pielikumu."
#. [topic]: id=removing_addons
#: data/core/help.cfg:670
msgid "Removing Add-ons"
msgstr "Noņemt Papildinājumu"
#. [topic]: id=removing_addons
#: data/core/help.cfg:671
msgid ""
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
"server connection dialog. You will be presented with options to remove any "
"number of add-ons you currently have installed.\n"
"\n"
"It is not possible to remove add-ons for which there is publishing "
"information (<italic>text='.pbl'</italic> files) attached, in order to "
"prevent its accidental loss. If necessary, you must manually delete the "
"information files or the add-ons themselves using a file manager provided by "
"your platform."
msgstr ""
"Lai noņemtu pielikumu - izvēlies <bold>text='Noņemt Papildinājumus'</bold> "
"(servera pielikuma logā). Tev tiks piedāvātas iespējas smalki izvēlēties "
"kurus pielikumus noņemt.\n"
"\n"
"Nevar noņemt pielikumu kam klāt piesaistīts fails ar publikācijas "
"informāciju (<italic>text='.pbl'</italic>), lai nepieļautu tā nejaušu "
"pazaudēšanu. Ja nepieciešams - informācijas un pielikuma faili tev būs "
"jāizdzēš manuāli (caur savu faila menedžeri)."
#. [topic]: id=general_commands
#: data/core/help.cfg:686
#, fuzzy
#| msgid "General commands"
msgid "General Commands"
msgstr "Vispārējas komandas"
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#. [topic]: id=debug_commands
#: data/core/help.cfg:687 data/core/help.cfg:732 data/core/help.cfg:770
#, fuzzy
#| 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"
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 ""
"Šīs komandas var ievadīt 'komandu rindā', ievadot ':', vai arī - to var "
"izdarīt čatā ievadot '/'. Lai aktivizētu čatu nospied 'm'.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:689
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:692
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Notīrīt čata ziņas.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:695
msgid ""
"\n"
"Switch debug mode on (does not work in multiplayer). See "
"<ref>dst='debug_commands' text='debug mode commands'</ref>.\n"
"Debug mode is turned off by quitting the game or :nodebug.\n"
"\n"
msgstr ""
"\n"
"Ieslēgt atkļūdošanas režīmu (nedarbojas daudzspēlētāju spēlē). Sk. "
"<ref>dst='debug_commands' text='atkļūdošanas režīma komandas'</ref>.\n"
"Atkļūdošanas režīms tiek atslēgts pametot spēli vai ar :nodebug.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:699
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 AIs turn behave similarly to another players "
"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:702
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""
"\n"
"Rāda puses kontroles statusu.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:705
#, 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"
"Ieslēgt/atslēgt pašreizējo kadru frekvences attēlošanu.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:708
msgid ""
"\n"
"Switch a log domain to a different log level.\n"
"\n"
msgstr ""
"\n"
"Pārslēgt žurnalēšanas domēnu uz citu žurnalēšanas līmeni.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:711
msgid ""
"\n"
"Redraws the screen and reloads any image files that have been changed.\n"
"\n"
msgstr ""
"\n"
"Pārzīmē ekrānu un pārlādē visus attālu failus, kuri tikuši izmainīti.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:714
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"Atvērt tēmu izvēlni.\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:717
msgid ""
"\n"
"Quit the scenario (without prompting).\n"
"\n"
msgstr ""
"\n"
"Pamest scenāriju (bez jautāšanas).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:720
msgid ""
"\n"
"Save the game (without prompting).\n"
"\n"
msgstr ""
"\n"
"Saglabāt spēli (bez jautāšanas).\n"
"\n"
#. [topic]: id=general_commands
#: data/core/help.cfg:723
msgid ""
"\n"
"Save the game and quit the scenario (without prompting)."
msgstr ""
"\n"
"Saglabāt spēli un pamest scenāriju (bez jautāšanas)."
#. [topic]: id=mp_commands
#: data/core/help.cfg:731
#, fuzzy
#| msgid "Multiplayer commands"
msgid "Multiplayer Commands"
msgstr "Daudzspēlētāju komandas"
#. [topic]: id=mp_commands
#: data/core/help.cfg:734
msgid ""
"\n"
"Ban a user in a multiplayer game by the IP address used by that username and "
"kick him. Can be used on users not in the game but on the server. (Of course "
"they wont be kicked then.)\n"
"\n"
msgstr ""
"\n"
"Uzliek pieejas aizliegumu lietotājam daudzspēlētāju spēlē, pēc IP adreses, "
"ko lieto šis spēlētājs, un izsviež viņu. Var arī tikt izmantots pret "
"lietotājiem, kuri nav spēlē, bet ir pieslēgušies serverim. (Protams, tad "
"viņi netiks izsviesti.)\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:737
msgid ""
"\n"
"Change the controller for side (write here the number of the side) to "
"username (write here the nickname of the player or observer). You can check "
"what side belongs to which player in the <bold>text='Scenario Settings'</"
"bold> dialog (Press the <bold>text='More'</bold> button in the "
"<bold>text='Status Table'</bold> (alt+s by default) to get there.). The host "
"can change control of any side.\n"
"\n"
msgstr ""
"\n"
"Nomaina puses kontrolētāju (ieraksti šeit puses numuru) uz lietotājvārdu "
"(ieraksti šeit spēlētāja vai novērotāja lietotājvārdu). Vari pārbaudīt, kura "
"puse pieder kuram spēlētājam <bold>text='Scenārija iestatījumu'</bold> "
"dialogā (Nospied pogu <bold>text='vēl'</bold> <bold>text='Statusa tabulā'</"
"bold> (alt+s pēc noklusējuma), lai tur nokļūtu.). Saimnieks var mainīt "
"jebkuras puses kontroli.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:740
msgid ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"sides.\n"
"\n"
msgstr ""
"\n"
"Parāda dialogu, lai palīdzētu uzturētājam samainīt cilvēkus kas kontrolē "
"puses.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:743
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""
"\n"
"Pārslēdz pusēm iesaldēšanas statusu. Uzturētājs var iesaldēt puses, ja "
"gadijumā savienojums pazudis.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:746
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 ""
"\n"
"Izsviest lietotāju no daudzspēlētāju spēles. Viņi spēs spēlei atkal "
"pievienoties, Ja jūs gribiet tikai nomainīt viņu puses/-šu kontroli, tad "
"izmantojiet komandu ':control'.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:749
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 ""
"\n"
"Sūta privātu ziņu lietotājam. Spēles laikā nevar sūtīt ziņas spēlētājiem, "
"kuri tajā pat laikā kontrolē kādu no pusēm - tajā pašā spēlē, kur esi tu.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:752
msgid ""
"\n"
"Mute a specific observer. If no username is supplied the muted usernames are "
"displayed.\n"
"\n"
msgstr ""
"\n"
"Apklusināt norādīto novērotāju. Ja neviens lietotājvārds netiek ierakstīts, "
"tad tiek attēloti apklusināto lietotājvārdi.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:755
msgid ""
"\n"
"Toggle muting/silencing of all observers on/off.\n"
"\n"
msgstr ""
"\n"
"Ieslēgt/izslēgt visu novērotāju apklusināšanu.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:758
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 ""
"\n"
"Noņemt aizliegumu ienākt lietotājam daudzspēlētāju spēlē, izmantojot tā IP "
"adresi. Var arī tikt izmantots lietotājiem, kuri nav spēlē, bet ir uz "
"servera.\n"
"\n"
#. [topic]: id=mp_commands
#: data/core/help.cfg:761
msgid ""
"\n"
"Unmute a specific observer. If no username is supplied the list of muted "
"observers is cleared."
msgstr ""
"\n"
"Noņemt apklusinājumu no norādītā novērotāja. Ja netiek ierakstīts neviens "
"lietotājvārds, tad tiek notīrīts viss apklusināto lietāju saraksts."
#. [topic]: id=debug_commands
#: data/core/help.cfg:769
#, fuzzy
#| msgid "Debug mode commands"
msgid "Debug Mode Commands"
msgstr "Atkļūdošanas darbības"
#. [topic]: id=debug_commands
#: data/core/help.cfg:772
msgid ""
"\n"
"Brings up a menu for choosing a scenario to immediately advance to in a "
"campaign.\n"
"\n"
msgstr ""
"\n"
"Atver izvēlni, kurā izvēlēties scenāriju kampaņā, uz kuru nekavējoties "
"pāriet.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:775
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"Izveidot cīnītāju no norādītā veida, izvēlētajā lauciņā.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:778
msgid ""
"\n"
"Toggle fog/shroud for the current side.\n"
"\n"
msgstr ""
"\n"
"Pārslēgt miglu/plīvuru pašreizējai pusei.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:781
msgid ""
"\n"
"Adds the specified amount to the current sides gold.\n"
"\n"
msgstr ""
"\n"
"Pievieno norādīto zelta daudzumu pašreizējās puses zeltam.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:784
msgid ""
"\n"
"Immediately advances to the next scenario in a campaign.\n"
"\n"
msgstr ""
"\n"
"Nekavējoties pārvieto uz nākamo scenāriju kampaņā.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:787
msgid ""
"\n"
"Manually set a gamestate variable to value.\n"
"\n"
msgstr ""
"\n"
"Manuāli iestatīt spēles stāvokļa mainīgā vērtību.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:790
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"Parādīt spēles stāvokļa mainīgo.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:793
msgid ""
"\n"
"Manually fire the specified event.\n"
"\n"
msgstr ""
"\n"
"Manuāli palaist norādīto notikumu.\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:796
msgid ""
"\n"
"Modifies the specified property of the selected unit. Example: :unit "
"hitpoints=100\n"
"\n"
msgstr ""
"\n"
"Modificē izvēlētās vienības noteiktu īpašību. Piemērs: :unit hitpoints=100\n"
"\n"
#. [topic]: id=debug_commands
#: data/core/help.cfg:799
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"Pacelt izvēlētajai vienībai līmeni N reizes. Piemērs: :unit advances=2"
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:11
#, fuzzy
#| msgid ""
#| "Allows the unit to heal adjacent allied units at the beginning of our "
#| "turn.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
#| "the care of a village or a unit that can cure."
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 ""
"Gājiena sākumā vienība dziedēs savus sabiedrotos.\n"
"\n"
"Vienība, par kuru rūpējas šis dziednieks var atveseļoties līdz pat 4 "
"veselības punktiem gājienā, vai apturēt indes ietekmi tajā gājienā.\n"
"Dziednieks nevar izārstēt saindētu vienību no indes, ja vēlies izārstēt indi "
"- cīnītājs ir jāsūta uz ciematu, vai pie vienības kurai ir pretinde."
#. [heals]: id=healing
#: data/core/macros/abilities.cfg:37
#, 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 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 dziednieks apvieno augu ārstniecības līdzekļus un maģiju, lai dziedētu "
"cīnītājus ātrāk kā parasti.\n"
"\n"
"Cīnītājs, par kuru rūpējas šis dziednieks var atveseļoties līdz pat 8 "
"veselības punktiem gājienā, vai apturēt indes ietekmi tajā gājienā.\n"
"Dziednieks nevar izārstēt indi, cīnītājam jāmeklē aprūpe ciematā, vai pie "
"vienības kurai ir pretinde."
#. [heals]: id=curing
#: data/core/macros/abilities.cfg:62
msgid "female^cures"
msgstr "ārstē"
#. [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 ""
"Ārsts spēj izārstēt vienību no indes, lai gan tā vienība nesaņems nekādu "
"papildus dziedēšanu tajā gājienā."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:95
msgid "female^regenerates"
msgstr "atjaunojas"
#. [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 ""
"Vienība dziedēs sevi par 8 VP gājienā. Ja tā ir saindēta, tad dziedēšanas "
"vietā tā izņems indi."
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:108
#, fuzzy
#| msgid "regenerates"
msgid "regenerates +4"
msgstr "atjaunojas"
#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:109
#, fuzzy
#| msgid "female^regenerates"
msgid "female^regenerates +4"
msgstr "atjaunojas"
#. [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 ""
"Vienība dziedēs sevi par 8 VP gājienā. Ja tā ir saindēta, tad dziedēšanas "
"vietā tā izņems indi."
#. [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 " Šī vienība katrā gājienā reģenerējas."
#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:132
msgid ""
"This units resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Aizsargājoties šīs vienības izturība tiek dubultota, maksimāli līdz 50%. "
"Ievainojamības paliek nemainīgas."
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:145
#, fuzzy
#| msgid "Vision: "
msgid "diversion"
msgstr "Vīzija: "
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:146
#, fuzzy
#| msgid "female^leadership"
msgid "female^diversion"
msgstr "vadītāja"
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:147
#, fuzzy
#| 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."
msgid ""
"If there is an enemy of the target on the opposite side of the target, this "
"unit diverts the targets attention and reduces its chance to hit by 20%."
msgstr ""
" Ja upurim pretējā pusē ir ienaidnieks - šī vienība var iedurt mugurā, "
"radot divkāršus bojājumus."
#. [chance_to_hit]: id=diversion
#: data/core/macros/abilities.cfg:148
#, fuzzy
#| 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."
msgid ""
"If there is an enemy of the target on the opposite side of the target while "
"attacking it, this unit diverts the targets attention and reduces its "
"chance to hit."
msgstr ""
" Ja upurim pretējā pusē ir ienaidnieks - šī vienība var iedurt mugurā, "
"radot divkāršus bojājumus."
#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:200
msgid "female^leadership"
msgstr "vadītāja"
#. [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 "nenotverama"
#. [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 ""
"Šī vienība prasmīgi paiet garām ienaidniekam, un tā ignorē visas ienaidnieku "
"'kontroles zonas'."
#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:237
msgid "illuminates"
msgstr "izgaismotājs"
#. [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 ""
"Šī vienība izgaismo savu apkārtni, ļaujot likumpaklausīgajām vienībām labāk "
"cīnīties, un liekot haotiskajām vienībām cīnīties sliktāk.\n"
"\n"
"Jebkura tai blakus esoša vienība nakts laikā cīnīsies tā it kā būtu krēsla, "
"bet krēslas laikā — tā it kā būtu diena."
#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:254
msgid "female^teleport"
msgstr "teleportētāja"
#. [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 ""
"Šī vienība, izmantojot vienu no tās gājieniem spēj teleportēties starp "
"jebkuriem diviem tukšiem ciematiem (kuri pieder tev)."
#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:286
msgid "female^ambush"
msgstr "ložņa"
#. [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 ""
"Ložņa spēj slēpties mežos un palikt nemanāma tās ienaidniekiem.\n"
"\n"
"Ienaidnieka vienības nevar redzēt šo vienību, kamēr tā ir mežā, vienīgais "
"veids kā ložņu ieraudzīt ir uzdurties blakus tās lauciņam. Jebkura "
"ienaidnieka vienība, kura pirmā atklāj ložņu, nekavējoties zaudē visus "
"atlikušos gājienu punktus."
#. [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 "gausa"
#. [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 ""
"Ložņa spēj slēpties mežos un palikt nemanāma tās ienaidniekiem.\n"
"\n"
"Ienaidnieka vienības nevar redzēt šo vienību, kamēr tā ir mežā, vienīgais "
"veids kā ložņu ieraudzīt ir uzdurties blakus tās lauciņam. Jebkura "
"ienaidnieka vienība, kura pirmā atklāj ložņu, nekavējoties zaudē visus "
"atlikušos gājienu punktus."
#. [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 ""
"Nakts laikā nakts ložņa kļūst neredzama.\n"
"\n"
"Ienaidnieka vienības nevar redzēt šo vienību nakts laikā, izņemot ja kāds "
"neuzgrūžās tai tieši virsū. Jebkura ienaidnieka vienība, kura pirmā atklāj "
"nakts ložņu, nekavējoties zaudē visus atlikušos gājienu punktus."
#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:349
msgid "female^concealment"
msgstr "maskējas"
#. [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 can not see this unit while it is in a village, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
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 ""
"Šī vienība spēj paslēpties ciematos (izņemot ūdens ciemus), un palikt "
"nemanāma tās ienaidniekiem, izņemot tos, kuri stāv tai blakus.\n"
"\n"
"Ienaidnieka vienības neredz šo vienību kamēr tā ir ciematā, To var pamanīt "
"tikai ja pienāks klāt ciematam. Pretinieks kurš pirmais atklāj šo vienību, "
"nekavējoties zaudē visus atlikušos gājienu punktus."
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:368
msgid "submerge"
msgstr "nirējs"
#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:369
msgid "female^submerge"
msgstr "nirēja"
#. [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 ""
"Šī vienība spēj slēpties dziļā ūdenī.\n"
"\n"
"Ienaidnieks neredz šo vienību kamēr tā ir dziļā ūdenī, izņemot ja kāds tai "
"ir blakus. Jebkura ienaidnieka vienība, kura pirmā atklāj nirēju, zaudē "
"visus tās atlikušos gājienu punktus."
#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:390
msgid "female^feeding"
msgstr "sūcēja"
#. [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 ""
"Šī vienība palielina maksimālo veselību par 1 katru reizi, kad nogalina kādu "
"ienaidnieku (izņemot tos, kuriem ir imuinitāte)."
#. [advancement]: id=amla_default
#: data/core/macros/amla.cfg:10
msgid "Max HP bonus +3, Max XP +20%"
msgstr "Maksimālā veselības punktu prēmija +3, maksimālā pieredze +20%"
#. [time]: id=midday
#. [time]: id=midday_hour
#: data/core/macros/schedules.cfg:37 data/core/macros/schedules.cfg:344
msgid "Midday"
msgstr "Pusdienlaiks"
#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:79 data/core/macros/schedules.cfg:206
msgid "Midnight"
msgstr "Pusnakts"
#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:218
msgid "Second Watch — First Hour"
msgstr "Otrā sardze — pirmā stunda"
#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:230
msgid "Second Watch — Second Hour"
msgstr "Otrā sardze — otrā stunda"
#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:242
msgid "Second Watch — Third Hour"
msgstr "Otrā sardze — trešā stunda"
#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:254
msgid "Second Watch — Fourth Hour"
msgstr "Otrā sardze — ceturtā stunda"
#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:266
msgid "Second Watch — Fifth Hour"
msgstr "Otrā sardze — piektā stunda"
#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:278
msgid "Second Watch — Sixth Hour"
msgstr "Otrā sardze — sestā stunda"
#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:302
msgid "Morning — First Hour"
msgstr "Rīts — pirmā stunda"
#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:314
msgid "Morning — Second Hour"
msgstr "Rīts — otrā stunda"
#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:326
msgid "Morning — Third Hour"
msgstr "Rīts — trešā stunda"
#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:335
msgid "Morning — Fourth Hour"
msgstr "Rīts — ceturtā stunda"
#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:353
msgid "Afternoon — First Hour"
msgstr "Pēcpusdiena — pirmā stunda"
#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:362
msgid "Afternoon — Second Hour"
msgstr "Pēcpusdiena — otrā stunda"
#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:371
msgid "Afternoon — Third Hour"
msgstr "Pēcpusdiena — trešā stunda"
#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:380
msgid "Afternoon — Fourth Hour"
msgstr "Pēcusdiena — ceturtā stunda"
#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:389
msgid "Afternoon — Fifth Hour"
msgstr "Pēcpusdiena — piektā stunda"
#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:400
msgid "Afternoon — Sixth Hour"
msgstr "Pēcpusdiena — sestā stunda"
#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:423
msgid "First Watch — First Hour"
msgstr "Pirmā sardze — pirmā stunda"
#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:435
msgid "First Watch — Second Hour"
msgstr "Pirmā sardze — otrā stunda"
#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:447
msgid "First Watch — Third Hour"
msgstr "Pirmā sardze — trešā stunda"
#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:459
msgid "First Watch — Fourth Hour"
msgstr "Pirmā sardze — ceturtā stunda"
#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:514
msgid "First Dawn"
msgstr "Pirmais saullēkts"
#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:525
msgid "Second Dawn"
msgstr "Otrais saullēkts"
#. [time]: id=morning1
#: data/core/macros/schedules.cfg:536
msgid "First Morning"
msgstr "Pirmais Rīts"
#. [time]: id=morning2
#: data/core/macros/schedules.cfg:548
msgid "Second Morning"
msgstr "Otrais Rīts"
#. [time]: id=midday1
#: data/core/macros/schedules.cfg:560
msgid "First Midday"
msgstr "Pirmā Dienas daļa"
#. [time]: id=midday2
#: data/core/macros/schedules.cfg:572
msgid "Second Midday"
msgstr "Otrā Dienas daļa"
#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:584
msgid "First Afternoon"
msgstr "Pirmā Pēcpusdiena"
#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:596
msgid "Second Afternoon"
msgstr "Otrā Pēcpusdiena"
#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:608
msgid "First Dusk"
msgstr "pirmā krēsla"
#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:619
msgid "Second Dusk"
msgstr "Otrā krēsla"
#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:630
msgid "The Short Dark"
msgstr "Īsa tumsa"
#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:642
msgid "The Long Dark (1)"
msgstr "Gara tumsa (1)"
#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:654
msgid "The Long Dark (2)"
msgstr "Gara tumsa (2)"
#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:666
msgid "The Long Dark (3)"
msgstr "Gara tumsa (3)"
#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:680
msgid "The Long Dark (4)"
msgstr "Gara tumsa (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 ""
" Gariem ir ļoti neparasta izturība pret uzbrukumiem, un tie pārvietojas ļoti "
"lēni pāri ūdeņiem."
#: data/core/macros/special-notes.cfg:12
#, fuzzy
#| msgid ""
#| " This units arcane attack deals tremendous damage to magical creatures, "
#| "and even some to mundane creatures."
msgid ""
"This units arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" Šīs vienības mistiskais uzbrukums rada milzīgus bojājumus maģiskiem "
"radījumiem."
#: 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 " Šī vienība ir spējīga veikt pamata dziedināšanu."
#: 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 " Šī vienība ir spējīga veikt ātru dziedināšanu."
#: 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 " Šī vienība ir spējīga dziedēt un izārstēt no indes."
#: 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 " Šī vienība ir spējīga neitralizēt indi."
#: 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 " Šī vienība katrā gājienā reģenerējas."
#: 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 ""
" Šīs vienības nosvērtība samazina dažu uzbrukumu radītos bojājumus, bet "
"tikai aizstāvoties."
#: 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 ""
" Šīs vienības līdera prasmes ļauj blakus esošām vienībām nodarīt lielākus "
"bojājumus, bet tas attiecās tikai uz zemāka līmeņa vienībām."
#: data/core/macros/special-notes.cfg:40
#, fuzzy
#| msgid ""
#| " This units skill at skirmishing allows it to ignore enemies zones of "
#| "control and thus move unhindered around them."
msgid ""
"This units skill at skirmishing allows it to ignore enemies zones of "
"control and thus move unhindered around them."
msgstr ""
" Šīs vienības veiklība ļauj ignorēt ienaidnieka kontroles zonas un "
"netraucēti pārvietoties tām cauri."
#: 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 " Izgaismošana palielina redzamību."
#: 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 ""
" Šī vienība var izmantot vienu gājienu, lai teleportētos starp jebkuriem "
"diviem (pārvaldītiem) ciemiem."
#: data/core/macros/special-notes.cfg:49
#, fuzzy
#| msgid ""
#| " In woodlands, this units ambush skill renders it invisible to enemies "
#| "unless it is immediately adjacent or has revealed itself by attacking."
msgid ""
"In woodlands, this units ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" Mežos šī vienība ir neredzama ienaidniekam; ja vien tā nav tieši blakus."
#: 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 " Šī vienība spēj slēpties naktī."
#: 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."
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 ""
" Šī vienība spēj slēpties ciematos (izņemot ūdens ciemus), un palikt "
"nemanīta ienaidniekam; ja vien pretinieks nestāv blakus."
#: 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 " Šī vienība spēj pārvietoties dziļos ūdeņos."
#: 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 ""
" Šī vienība gūst 1 veselības punktu pie maksimuma ikreiz, kad tā nogalina "
"dzīvo vienību."
#: data/core/macros/special-notes.cfg:64
#, fuzzy
#| msgid ""
#| " Whenever its berserk attack is used, this unit continues to push the "
#| "attack until either it or its enemy lies dead."
msgid ""
"Whenever its berserk attack is used, this unit continues to push the attack "
"until either it or its enemy lies dead."
msgstr ""
" Vienmēr, kad tiek lietots 'dusmu izvirdums', cīņa turpinās kamēr kāds no "
"cīnītājiem mirst."
#: data/core/macros/special-notes.cfg:67
#, fuzzy
#| 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."
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 ""
" Ja upurim pretējā pusē ir ienaidnieks - šī vienība var iedurt mugurā, "
"radot divkāršus bojājumus."
#: data/core/macros/special-notes.cfg:70
#, fuzzy
#| msgid ""
#| " Foes who lose their life to the plague will rise again in unlife, unless "
#| "they are standing on a village."
msgid ""
"Foes who lose their life to the plague will rise again in unlife, unless "
"they are standing on a village."
msgstr ""
" Pretinieki, kuri zaudē dzīvību no nedzīvo sērgas, pēc nāves pārtop zombijos "
"(ja vien tie nestāv ciemā)."
#: data/core/macros/special-notes.cfg:73
#, fuzzy
#| msgid ""
#| " Foes who lose their life to the plague will rise again in unlife, unless "
#| "they are standing on a village."
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 ""
" Pretinieki, kuri zaudē dzīvību no nedzīvo sērgas, pēc nāves pārtop zombijos "
"(ja vien tie nestāv ciemā)."
#: 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 ""
" Šī vienība spēj palēnināt ienaidnieku, samazinot uz pusi to pārvietošanās "
"ātrumu un uzbrukuma spēku (līdz gājiena beigām)."
#: 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 " Spēj pārvērst dzīvus radijumus akmenī."
#: data/core/macros/special-notes.cfg:82
#, fuzzy
#| msgid ""
#| " This units marksmanship gives it a high chance of hitting targeted "
#| "enemies, but only on the attack."
msgid ""
"This units marksmanship gives it a high chance of hitting targeted enemies, "
"but only on the attack."
msgstr ""
" Šīs vienības precizitāte piešķir lielas iespējas trāpīt pretiniekam (bet "
"tikai uzbrūkot)."
#: 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 " Šai vienībai ir maģiski uzbrukumi, kas vienmēr palielina precizitāti."
#: data/core/macros/special-notes.cfg:88
#, fuzzy
#| msgid ""
#| " The swarming attacks of this unit become less deadly whenever its "
#| "members are wounded."
msgid ""
"The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
" Šīs vienības uzbrukumi kļūst mazāk nāvējoši, kad tās biedri ir ievainoti."
#: data/core/macros/special-notes.cfg:91
#, fuzzy
#| msgid ""
#| " Using a charging attack doubles both damage dealt and received; this "
#| "does not affect defensive retaliation."
msgid ""
"Using a charging attack doubles both damage dealt and received; this does "
"not affect defensive retaliation."
msgstr ""
" Izmantojot triecienuzbrukumu tiek dubultots gan nodarīto, gan saņemto "
"bojājumu apjoms. Tas neietekmē aizsardzības pretuzbrukumus."
#: 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 ""
" Kaujas laikā šī vienība spēj izsūkt dzīvību no saviem upuriem, lai "
"atjaunotu savu veselību."
#: data/core/macros/special-notes.cfg:97
#, fuzzy
#| msgid ""
#| " The length of this units weapon allows it to strike first in melee, "
#| "even in defense."
msgid ""
"The length of this units weapon allows it to strike first in melee, even in "
"defense."
msgstr " Ieroča garums ļauj aizstāvoties iesist pirmajam."
#: data/core/macros/special-notes.cfg:100
#, fuzzy
#| msgid ""
#| " The victims of this units poison will continually take damage until "
#| "they can be cured in town or by a unit which cures."
msgid ""
"The victims of this units poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
" Šī radijuma inde nodarīs upurim bojājumus, kamēr tas netiks izārstēts "
"ciematā, vai ar ārsta palīdzību."
#: 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 "lojāls"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:13
msgid "female^loyal"
msgstr "lojāla"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:14
msgid "Zero upkeep"
msgstr "Nav jāuztur"
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the players forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Kampaņu laikā zināmas vienības var izvēlēties pievienoties spēlētāja "
"spēkiem, pēc to pašu brīvas gribas. Šīm vienībām piemīt lojāluma iezīme. Lai "
"gan to atsaukšana maksā, tām nav nekādu uzturēšanas izmaksu. Tas padara šīs "
"vienības nenovertējamas kampaņu laikā, kad zelta krājumi var izsīkt. Šī "
"iezīme nekad netiek dota iesauktajām vienībām, tāpēc būt muļķīgi tās "
"atbrīvot vai sūtīt bezjēdzīgā nāvē."
#. [trait]: id=loyal
#: data/core/macros/traits.cfg:15
msgid ""
"<italic>text='Loyal'</italic> units dont incur upkeep. Most units incur an "
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
"units do not incur this cost."
msgstr ""
"<italic>text='Lojālas'</italic> vienības neprasa uzturēšanas maksu. Vairums "
"vienību prasa uzturēšanas maksu, katra gājiena beigās (kas ir vienāda ar tās "
"līmeni). Lojālas vienības neprasa šo maksu."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:56
msgid "female^undead"
msgstr "nedzīva"
#. [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 "Neitekmē izsūkšana, inde un inficēšāna"
#. [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"
"Nedzīvajām vienībām parasti vienīgā iezīme ir «nedzīvais». Tā kā nedzīvās "
"vienības ir mirušo ķermeņi, kas celti lai atkal cīnītos, indei uz tiem nav "
"nekādas iedarbības. Tas var padarīt šīs vienības nenovērtējamas cīņā pret "
"ienaidniekiem, kuri izmanto indi kopā ar uzbrukumu."
#. [trait]: id=undead
#: data/core/macros/traits.cfg:58
msgid ""
"<italic>text='Undead'</italic> units are immune to poison, drain, and plague."
msgstr ""
"<italic>text='Nedzīvas'</italic> vienības ir imūnas pret indi, izsūkšanu un "
"sērgu."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:81
msgid "mechanical"
msgstr "mehānisks"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:82
msgid "female^mechanical"
msgstr "mehāniska"
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units dont really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Mehānisko radijumu vienībā iezīme parasti ir «mehānisks». Tā kā mehāniskās "
"vienības nav dzīvas, izsūkšana, inde un sērga uz tām neatstāj nekādu ietekmi."
#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:84
msgid ""
"<italic>text='Mechanical'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Mehāniskās'</italic> vienības ir imūnas pret indi, izsūkšanu "
"un sērgu."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:107
msgid "elemental"
msgstr "pirmatnējs"
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:108
msgid "female^elemental"
msgstr "pirmatnēja"
#. [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"
"Pirmatnējo vienību vienīgā iezīme parasti ir «pirmatnēja». Tā kā pirmatnējās "
"vienības ir enerģijas dzīvības formas, izsūkšana, inde un sērga uz tām "
"neatstāj nekādu ietekmi."
#. [trait]: id=elemental
#: data/core/macros/traits.cfg:110
msgid ""
"<italic>text='Elemental'</italic> units are immune to poison, drain, and "
"plague."
msgstr ""
"<italic>text='Pirmatnējās'</italic> vienības ir imūnas pret indi, izsūkšanu "
"un sērgu."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:132
msgid "strong"
msgstr "spēcīgs"
#. [trait]: id=strong
#: data/core/macros/traits.cfg:133
msgid "female^strong"
msgstr "spēcīga"
#. [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"
"Spēks visnoderīgākais ir vienībām ar augstu sitienu skaitu, piemēram, elfu "
"cīnītājiem. Spēcīgās vienibas var būt ļoti noderīgas, kad papildus bojājumu "
"apjoms ir viss, kas nepieciešams lai pārvērstu sitienu nāvējošā."
#. [trait]: id=strong
#: data/core/macros/traits.cfg:134
#, fuzzy
#| msgid ""
#| "<italic>text='Strong'</italic> units do 1 more damage for every "
#| "successful strike in melee combat, and have 1 more HP."
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 additional hitpoint."
msgstr ""
"<italic>text='Spēcīgās'</italic> vienības nodara par 1 punktu lielākus "
"bojājumus katrā veiksmīgā sitienā (tuvcīņas laikā), un tām ir par 1 punktu "
"augstāks maksimālais veselības līmenis."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:153
msgid "dextrous"
msgstr "veikls"
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:154
msgid "female^dextrous"
msgstr "veikla"
#. [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"
"Veiklība ir iezīme, kura piemīt tikai elfiem. Elfi ir pazīstami ar savu "
"pārdabisko pievilcību un izveicību ar loku. Tomēr dažiem ir dots dabisks "
"talants, kas pārspēj to brāļus. Šie elfi nodara papildus bojājuma punktu ar "
"katru bultu."
#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:155
msgid ""
"<italic>text='Dextrous'</italic> units do 1 more damage for every successful "
"strike in ranged combat."
msgstr ""
"<italic>text='Veiklas'</italic> vienības nodara par 1 bojājuma punktu vairāk "
"katrā veiksmīgā šāvienā no attāluma."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:170
msgid "quick"
msgstr "ātrs"
#. [trait]: id=quick
#: data/core/macros/traits.cfg:171
msgid "female^quick"
msgstr "ātra"
#. [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 arent quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"Ātrums ir vispamanāmākā iezīme, īpaši tām vienībām, kuras lēni pārvietojas — "
"troļļiem un smagi bruņotiem kājniekiem. Vienībām ar ātruma iezīmi bieži ir "
"paaugstināta mobilitāte nelīdzenā apvidū, kas var būt svarīgi plānojot savu "
"spēku pārvietošanu. Tā pat ātrās vienības nav tik spēcīgas, kā vienības bez "
"šīs iezīmes, un tās ir daudz mazāk spējīgas apdraudētu pozīciju noturēšanā."
#. [trait]: id=quick
#: data/core/macros/traits.cfg:172
#, fuzzy
#| msgid ""
#| "<italic>text='Quick'</italic> units have 1 extra movement point, but 5% "
#| "less HP than usual."
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"hitpoints than usual."
msgstr ""
"<italic>text='Ātrām'</italic> vienībām ir 1 papildus pārvietošanās punkts, "
"bet par 5% mazāk veselības punktu kā parasti."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:190
msgid "intelligent"
msgstr "inteliģents"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:191
msgid "female^intelligent"
msgstr "inteliģenta"
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
msgid ""
"\n"
"\n"
"<italic>text='Intelligent'</italic> units are very useful at the beginning "
"of a campaign as they can advance to higher levels more quickly. Later in "
"campaigns Intelligent is not quite as useful because the <italic>text='After "
"Maximum Level Advancement'</italic> (AMLA) is not as significant a change as "
"advancing a level. If you have many maximum level units you may wish to "
"recall units with more desirable traits."
msgstr ""
"\n"
"\n"
"<italic>text='Inteliģentās'</italic> vienības ir ļoti noderīgas kampaņas "
"sākumā, jo tās ātrāk spēj attīstīties uz augstākiem līmeņiem. Vēlāk kampaņā "
"inteliģentums nav vairs tik nozīmīgs, jo <italic>text='pēcmaksimuma līmeņa "
"attīstība'</italic> (PMLA) nav tik nozīmīga pārmaiņa kā nākamā līmeņa "
"sasniegšana. Ja tev ir daudz maksimālā līmeņa vienību, iespējams vēlies "
"atsaukt vienības ar vēlamām iezīmēm."
#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:192
msgid "Intelligent units require 20% less experience than usual to advance."
msgstr ""
"Inteliģentām vienībām nepieciešams par 20% mazāk pieredzes punktu kā "
"parasti, lai sasniegtu nākamo līmeni."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:206
msgid "resilient"
msgstr "izturīgs"
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:207
msgid "female^resilient"
msgstr "izturīga"
#. [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"
"Izturīgās vienības var būt noderīgas visās kampaņas daļās, un tā ir noderīga "
"iezīme visām vienībām. Izturības iezīme bieži ir visnoderīgākā, cīnītājam ar "
"mazu veselības līmeni, un labu aizsardzību. Izturīgas vienības ir īpaši "
"noderīgas stratēģisko pozīciju noturēšanā."
#. [trait]: id=resilient
#: data/core/macros/traits.cfg:208
#, fuzzy
#| msgid ""
#| "<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level "
#| "more than usual."
msgid ""
"<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and "
"gain 1 more per level."
msgstr ""
"<italic>text='Izturīgām'</italic> vienībām ir 4 veselības punkti un 1 "
"veselības punkts par katru līmeni vairāk kā parasti."
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:227
msgid "healthy"
msgstr "veselīgs"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:228
msgid "female^healthy"
msgstr "veselīga"
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
msgid ""
"\n"
"\n"
"<italic>text='Healthy'</italic> 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 ""
#. [trait]: id=healthy
#: data/core/macros/traits.cfg:230
#, fuzzy
#| msgid ""
#| "Renowned for their vitality, some dwarves are sturdier than others and "
#| "can rest even when travelling."
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when traveling."
msgstr ""
"Izslavēti par to dzīvīgumu, daži rūķi ir izturīgāki par citiem un spēj "
"atpūsties pat ceļojot."
#. [trait]: id=fearless
#: data/core/macros/traits.cfg:253 data/core/macros/traits.cfg:270
msgid "female^fearless"
msgstr "bezbailīga"
#. [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 "Bez grūtībām cīnās arī nelabvēlīgā diennakts periodā"
#. [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 "Nepatika pret gaišo un tumšo nekādi neietekmē šos drosminiekus."
#. [trait]: id=feral
#: data/core/macros/traits.cfg:285
msgid "feral"
msgstr "savvaļas"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:286
msgid "female^feral"
msgstr "savvaļas"
#. [trait]: id=feral
#: data/core/macros/traits.cfg:287
msgid "Receives only 50% defense in land-based villages"
msgstr "Saņem tikai 50% aizsardzību uz zemes esošos ciemos"
#. [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, <italic>text='feral'</italic> "
"units receive a maximum of 50% defense in any land-based village regardless "
"of base terrain."
msgstr ""
"Saprātīgo mājokļi nav īsti piemēroti aizsegam mežonīgajiem radījumiem, ar "
"zemu inteliģenci. Tā rezultātā <italic>text='savvaļas'</italic> vienības "
"saņem (augstākais) 50% aizsardzības, jebkurā sauszemes ciemā, neskatoties uz "
"tā apvidu."
#. [trait]: id=weak
#: data/core/macros/traits.cfg:304
msgid "weak"
msgstr "vājš"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:305
msgid "female^weak"
msgstr "vāja"
#. [trait]: id=weak
#: data/core/macros/traits.cfg:306
#, fuzzy
#| msgid ""
#| "Units with trait <italic>text='weak'</italic> get a 1 increment in "
#| "hitpoints and melee damage."
msgid ""
"Units with the <italic>text='weak'</italic> trait receive a 1 point decrease "
"in hitpoints and melee damage."
msgstr ""
"Vienībām ar <italic>text='vājuma'</italic> iezīmi veselības punktu skaits un "
"tuvcīņas spēks ir samazināts par vienu."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:323
msgid "slow"
msgstr "gauss"
#. [trait]: id=slow
#: data/core/macros/traits.cfg:324
msgid "female^slow"
msgstr "gausa"
#. [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"
"Resni un neveikli, lēnie goblinu un citu sugu īpatņi pārvietojas lēnāk, taču "
"tas tiek kompensēts ar nelielu izturības pieaugumu."
#. [trait]: id=slow
#: data/core/macros/traits.cfg:325
#, fuzzy
#| msgid ""
#| "<italic>text='Slow'</italic> units have 1 movement but 5% more hitpoints."
msgid ""
"<italic>text='Slow'</italic> units have 1 less movement point but 5% more "
"hitpoints."
msgstr ""
"<italic>text='Lēnām'</italic> vienībām ir par vienu pārvietošanās punktu "
"mazāk, bet 5% vairāk veselības punktu."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:343
msgid "dim"
msgstr "bāls"
#. [trait]: id=dim
#: data/core/macros/traits.cfg:344
msgid "female^dim"
msgstr "bāla"
#. [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"
"Blāvums ir iezīme, kura raksturīga gobliniem un citām zemākajām sugām. Ir "
"iemesli, kādēļ šīs sugas ir zemākas, un šī ir viena no tām."
#. [trait]: id=dim
#: data/core/macros/traits.cfg:345
msgid ""
"Units with trait <italic>text='dim'</italic> suffer a 20% increase in "
"experience required to advance."
msgstr ""
"Vienības ar <italic>text='blāvuma'</italic> iezīmi cieš no 20% pieauguma "
"attīstībai nepieciešamo pieredzes punktu skaitā."
#. [trait]: id=aged
#: data/core/macros/traits.cfg:359
msgid "aged"
msgstr "gados"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:360
msgid "female^aged"
msgstr "gados"
#. [trait]: id=aged
#: data/core/macros/traits.cfg:361
#, fuzzy
#| msgid ""
#| "Units with trait <italic>text='aged'</italic> get a 8 increment in "
#| "hitpoints and a 1 increment in movement and melee damage."
msgid ""
"Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and "
"suffer from a 1 point decrease in movement and melee damage."
msgstr ""
"Vienībām ar <italic>text='vecuma'</italic> iezīmi ir par astoņiem veselības "
"punktiem mazāk un par vienu punktu samazināta pārvietošanās un tuvcīņas "
"spēks."
#. [berserk]: id=berserk
#: data/core/macros/weapon_specials.cfg:9
msgid "berserk"
msgstr "cīņasspars"
#. [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 ""
"Gan uzbrūkot, gan aizstāvoties cīnītājs ar dusmās veic līdz 30 sitienu. "
"Parasti šādas saķeršanās beidzas ar to ka kādam ir jāmirst."
#. [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 ""
"Uzbrūkot no muguras šis uzbrukums nodara dubultus bojājumus, lai to izdarītu "
"- jāpielavās no muguras, un uzbrukuma brīdī mērķim jācīnās ar kādu "
"pretinieku no priekšpuses (kurš nav pārakmeņots vai kā citādi paralizēts)."
#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/weapon_specials.cfg:42
#, fuzzy
#| msgid ""
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesnt work on Undead or units in villages."
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 doesnt work on "
"Undead or units in villages."
msgstr ""
"Kad vienību nogalina sērga, tā tiek aizstāta ar staigājošu līķi, kas ir "
"uzbrucēja pusē. Tas nestrādā uz nedzīvajiem un vienībām ciemos."
#. [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 ""
"Šis uzbrukums palēlina mērķi līdz tas pabeidz gājienu. Sapīšana uz pusi "
"samazina uzbrukumu spēku un pārvietošanās izmaksa sapītajai vienībai ir "
"dubultota. Vienībai, kura ir sapīta, informācijas joslā būs redzama gliemeža "
"ikona."
#. [petrifies]: id=petrifies
#: data/core/macros/weapon_specials.cfg:75
msgid "petrifies"
msgstr "pārakmeņot"
#. [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 ""
"Šis uzbrukums pārakmeņo mērķi. Pārakmeņotās vienības nespēj ne pārvietoties, "
"ne uzbrukt."
#. [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 "Šim uzbrukumam vienmēr ir vismaz 60% iespējamība trāpīt."
#. [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 opponents chance to hit by "
"10%."
msgstr "Šim uzbrukumam vienmēr ir vismaz 60% iespējamība trāpīt."
#. [chance_to_hit]: id=deflect
#: data/core/macros/weapon_specials.cfg:102
msgid ""
"This units 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 "maģija"
#. [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 ""
"Šim uzbrukumam vienmēr ir 70% iespēja trāpīt, nerēķinoties ar pretinieka "
"aizsardzību. "
#. [swarm]: id=swarm
#: data/core/macros/weapon_specials.cfg:128
msgid "swarm"
msgstr "spiets"
#. [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 ""
"Šī uzbrukuma sitienu skaits samazinās, kad vienība ir ievainota. Sitienu "
"skaits ir proporcionāls vienības procentuālajam veselības daudzumam no tās "
"maksimālās veselības. Piemēram, vienībai ar 3/4 no tās maksimālajiem "
"veselības punktiem būs 3/4 no tās sitienu skaita."
#. [damage]: id=charge
#: data/core/macros/weapon_specials.cfg:139
msgid "charge"
msgstr "lādiņš"
#. [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 targets counterattack."
msgstr ""
"Kad izmantots uzbrukumā, lādiņš nodara dubultus bojājumus mērķim. Tas arī "
"izraisa dubultus bojājumus no mērķa pretuzbrukumiem."
#. [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 ""
"Šī vienība izsūc veselību no dzīvām vienībām, tā dziedējot sevi ar pusi no "
"izsūktās veselības daudzuma (noapaļojot uz leju)."
#. [firststrike]: id=firststrike
#: data/core/macros/weapon_specials.cfg:177
msgid "first strike"
msgstr "pirmais trieciens"
#. [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 "Šī vienība vienmēr iesit pirmā, pat ja tā aizstāvas."
#. [poison]: id=poison
#: data/core/macros/weapon_specials.cfg:189
#, fuzzy
#| msgid ""
#| "This attack poisons living targets. Poisoned units lose 8 HP every turn "
#| "until they are cured or are reduced to 1 HP. Poison can not, of itself, "
#| "kill a unit."
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 ""
"Šis uzbrukums saindē dzīvos mērķus. Saindētās vienības zaudē 6 VP katrā "
"gājienā līdz kamēr tās tiek izārstētas vai to veselība tiek samazināta līdz "
"1 punktam. Inde nespēj nogalināt vienību."
#. [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 opponents 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 ""
" Šī vienība spēj palēnināt ienaidnieku, samazinot uz pusi to pārvietošanās "
"ātrumu un uzbrukuma spēku (līdz gājiena beigām)."
#. [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 "Sikspārnis"
#. [race]: id=bats
#: data/core/units.cfg:40
msgid "race+female^Bat"
msgstr "Sikspārne"
#. [race]: id=bats
#: data/core/units.cfg:41
msgid "race^Bats"
msgstr "Sikspārņi"
#. [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 ""
"Sikspārņiem ir dažādas formas un izmēri, bet lielākā daļa no tiem ir "
"nekaitīgi, pārtiek no kukaiņiem un citiem maziem dzīvniekiem. Lielākās un "
"negantākās sugas ir bīstamas cilvēkiem un citām sugām, tā pat kā to "
"mājlopiem, īpaši, kad sastapti baros. Parasti nakts dzīvnieki, tos bieži tur "
"(un reizēm piejaucē) tie, kuriem ir tāda pati mīla pret nakti."
#. [race]: id=cats
#: data/core/units.cfg:49
#, fuzzy
#| msgid "race^Bat"
msgid "race^Cat"
msgstr "Sikspārnis"
#. [race]: id=cats
#: data/core/units.cfg:50
#, fuzzy
#| msgid "race+female^Bat"
msgid "race+female^Cat"
msgstr "Sikspārne"
#. [race]: id=cats
#: data/core/units.cfg:51
#, fuzzy
#| msgid "race^Bats"
msgid "race^Cats"
msgstr "Sikspārņi"
#. [race]: id=cats
#: data/core/units.cfg:52
msgid ""
"Big cats are nimble, solitary predators that can cause trouble for any "
"farmer or hunter that encounter them. The cats that hunt rodents and drive "
"away lone wolves are tolerated by civilized folk, but some big cats are "
"considered terrifying monsters."
msgstr ""
#. [race]: id=drake
#: data/core/units.cfg:61
msgid "race^Drake"
msgstr "Dreiks"
#. [race]: id=drake
#: data/core/units.cfg:62
msgid "race+female^Drake"
msgstr "Dreika"
#. [race]: id=drake
#: data/core/units.cfg:63
msgid "race^Drakes"
msgstr "Dreiki"
#. [race]: id=drake
#: data/core/units.cfg:64
#, 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 drakes body enables it to spit fire and "
#| "gives it life, they have no willful control over the functions of this "
#| "magic.\n"
#| "\n"
#| "<header>text='Society'</header>\n"
#| "Drakes are a relatively warlike race and their societies can be best "
#| "described as cultured martial societies. The core of a drake tribe is a "
#| "small group of veteran warriors headed by a mutually respected — or "
#| "simply feared — <ref>dst='dominant' text='dominant'</ref> who rules the "
#| "society with an iron fist. Every drake is expected to earn their place in "
#| "the strict hierarchy, to obey their superiors and command their "
#| "inferiors. Entry to the ruling elite is only possible through challenging "
#| "and defeating a superior in single combat, which is the way the hierarchy "
#| "within the elite itself is established. The use of deception of any kind "
#| "towards any fellow drake is, without exception, seen as cowardly and "
#| "unacceptable.\n"
#| "\n"
#| "While their warlike nature and sense of territory drives them to defend "
#| "their territories savagely, drakes rarely invade or trespass on areas "
#| "already occupied by the other major races. Instead, they settle in "
#| "unpopulated areas to establish their own territory there. They primarily "
#| "feed on large game they hunt in the lowlands around their homes, but "
#| "hatchlings and lower caste drakes are known to feed also on certain kinds "
#| "of moss and fungi they cultivate deep in their caverns. The only "
#| "technology drakes value is armor- and weapon-smithing, and neither know "
#| "or need other science and culture besides this. However the few "
#| "implements they do fashion are almost unrivaled in quality, only matched "
#| "by those produced in the finest Dwarvish foundries.\n"
#| "\n"
#| "Drakes are hatched from eggs and usually live naturally between 20 to 30 "
#| "years. Death in battle is the most preferred way for a drake to leave "
#| "this world. Unlike the elder members of other races, drakes naturally "
#| "grow more aggressive and reckless towards the ends of their natural "
#| "lives, perhaps to help ensure their place in the heroic legends of their "
#| "kind.\n"
#| "\n"
#| "<header>text='Geography'</header>\n"
#| "Drakes originated from an archipelago of volcanic islands called "
#| "<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
#| "text='Great Ocean'</ref>. A combination of population pressure and the "
#| "subsidence of many of their home islands has caused colonies of drakes to "
#| "spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
#| "Drakes tend to make their homes in mountain caverns near volcanoes to "
#| "protect their eggs, hatchings and forges. While drakes naturally prefer "
#| "warmth, their internal fire is more than capable of sustaining them even "
#| "in a relatively cold climate, a feature which has allowed them to "
#| "populate even some of the mountains of the far north of the Great "
#| "Continent."
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 drakes body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<header>text='Society'</header>\n"
"Drakes are a relatively warlike race and their societies can be best "
"described as cultured martial societies. The core of a drake tribe is a "
"small group of veteran warriors headed by a mutually respected — or simply "
"feared — 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"
"<header>text='Geography'</header>\n"
"Drakes originated from an archipelago of volcanic islands called "
"<ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' "
"text='Great Ocean'</ref>. A combination of population pressure and the "
"subsidence of many of their home islands has caused colonies of drakes to "
"spread to the <ref>dst='great_continent' text='Great Continent'</ref>. "
"Drakes tend to make their homes in mountain caverns near volcanoes to "
"protect their eggs, hatchings and forges. While drakes naturally prefer "
"warmth, their internal fire is more than capable of sustaining them even in "
"a relatively cold climate, a feature which has allowed them to populate even "
"some of the mountains of the far north of the Great Continent."
msgstr ""
"Dreiki ir lieli, spārnoti un uguni spļaujoši radījumi, kas atgādina patiesos "
"pūķus. Pieaudzis dreiks ir vidēji trīs metrus garš un parasti sver vairāk kā "
"cilvēks ar zirgu kopā ņemot. To āda ir veidota no cietām zvīņām, kas ir "
"izturīgas pret vairumu fizisko uzbrukumu, izņemot caurduršanu un aukstuma "
"bojājumus. Lielākā daļa dreiku spēj lidot un var ātri pārvarēt lielus "
"attālumus. Tomēr to lielais svars un izmērs zināmā mērā ierobežo to "
"lidošanas spēju, padarot tos neveiklus lidojuma laikā. Kur vien iespējams "
"tie izmanto apvidus īpatnības, piemēram, paugurus, kalnus un kokus, kā "
"pacelšanās punktus, lai iegūtu lielāku augstumu un ātrumu. Par laimi viņu "
"ienaidniekiem, tie tomēr ir diezgan neveikli radījumi un pārsteidzoši lēni "
"kaujā. Tas kopā ar viņu lielo izmēru padara tos par viegliem mērķiem tiem, "
"kuri uzdrošinās viņiem uzbrukt.\n"
"\n"
"Dreiki pēc dabas ir maģiski radījumi, ar mistisku iekšējo uguni, kas uztur "
"to dzīvības. To var labi redzēt, kad viens no viņiem iet bojā kaujas laikā — "
"tā iekšējā uguns tiek atbrīvota, pārvēršot to atliekas pelnos. To iekšējā "
"uguns ir arī to lielākā vājība — tā padara viņus ārkārtīgi ievainojamus pret "
"aukstuma uzbrukumiem. Par spīti to maģiskajai dabai, dreiki nespēj izmantot "
"maģiju kontrolētā veidā. Lai gan maģija, kas mīt to ķermenī, dod tiem "
"dzīvību un spēju spļaut uguni, tiem nav apzinātas kontroles pār šīs maģijas "
"darbību.\n"
"\n"
"<header>text='Sabiedrība'</header>\n"
"Dreiki ir salīdzinoši kareivīga suga un to sabiedrību vislabāk var "
"aprsakstīt kā kulturālas armijas sabiedrību. Dreiku cilts kodolu veido maza "
"pieredzējušu karotāju grupa, kuru vada abpusēji cienīts — vai vienkārši bīts "
"— <ref>dst='dominant' text='dominants'</ref>, kurš valda pār sabiedrību ar "
"dzelzs dūri. Katram dreikam ir sava vieta striktā hierarhijā, kur tiem "
"jāpaklausa augstākstāvošajiem un jāvada zemākstāvošie. Iekļūšana valdošajā "
"elitē ir iespējama tikai caur augstākstāvošā izaicināšanu un sakaušanu vienā "
"cīņā, kas ir arī veids, kurā tiek noteikta hierarhija elites iekšienē. "
"Jebkura veida viltus izmantošana pret citu dreiku, bez izņēmuma, tiek "
"uzskatīta par gļēvumu un nepieņemamu.\n"
"\n"
"Lai gan to kareivīgā daba un teritorialitāte liek tiem nežēlīgi aizstavāt "
"savas teritorijas, dreiki reti iebrūk vai ieiet teritorijās, kuras jau "
"aizņem citas galvenās sugas. Tā vietā viņi apmetas neapdzīvotos apgabalos, "
"lai tur dibinātu paši savas teritorijas. Tie galvenokārt pārtiek no liela "
"medījuma, kuru tie medī zemienēs ap to mājām, bet ir zināms, ka mazuļi un "
"zemāko kārtu dreiki pārtiek arī no īpašām sūnām un sēnēm, kuras tie audzē "
"savu alu dziļumos. Vienīgā tehnoloģija, kuru dreiki augstu vērtē, ir bruņu "
"un ieroču kalšana, un tie nepazīst un tiem nav vajadziga cita zinātne un "
"kultūra bez tās. Tomēr tās dažas lietas, kuras viņi novērtē ir tik pat kā "
"nepārspētas kvalitātes ziņā, salīdzināmas tikai ar tām, kas veidotas "
"labākajās rūķu darbnīcās.\n"
"\n"
"Dreiki izšķiļas no olām un parasti to dabīgais dzīves ilgums ir 20 līdz 30 "
"gadu. Nāve kaujas laukā ir visatzītākais veids, kādā pamest šo pasauli. "
"Pretēji citu sugu vecākajiem pārstāvjiem, dreiki parasti kļūst aizvien "
"agresīvāki un pārdrošāki to dzīves noslēgumā, iespējams, lai nodrošinātu "
"savu vietu starp savējo varonīgajām leģendām.\n"
"\n"
"<header>text='Ģeogrāfija'</header>\n"
"Dreiki ir cēlušies vulkānisku salu arhipelāgā <ref>dst='great_ocean' "
"text='Dižajā okeānā'</ref>, kuru sauc par <ref>dst='morogor' "
"text='Morogoru'</ref>. To populācijas spiediena un daudzu dzimto salu "
"nogrimšanas kombinācija ir veicinājusi dreiku koloniju izplatīšanos "
"<ref>dst='great_continent' text='Dižajā kontinentā'</ref>. Dreiki tiecas "
"veidot savas mājas kalnu alās netālu no vulkāniem, lai pasargātu savas olas, "
"mazuļus un smēdes. Lai gan dreiki parasti dod priekšroku siltumam, to "
"iekšējā uguns ir vairāk kā spējīga tos uzturēt pat salīdzinoši aukstā "
"klimatā, īpašība, kura tiem ir ļāvusi apdzīvot pat dažus no tālo ziemeļu "
"kalniem Dižajā kontinentā."
#. [race]: id=dwarf
#: data/core/units.cfg:97
msgid "race^Dwarf"
msgstr "Rūķis"
#. [race]: id=dwarf
#: data/core/units.cfg:98
msgid "race+female^Dwarf"
msgstr "Rūķe"
#. [race]: id=dwarf
#: data/core/units.cfg:99
msgid "race^Dwarves"
msgstr "Rūķi"
#. [race]: id=dwarf
#: data/core/units.cfg:100
#, fuzzy
#| 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."
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 ""
"Rūķi ir izslavēti ar to kalnračiem, kalējiem, tirgotājiem un karotājiem. Tie "
"tiek uzskatīti par trešo vecāko rasi Dižajā kontinentā pēc elfiem un "
"troļļiem, un to agrīnā vēsture ir noslēpumā tīta. Leģendas stāsta par sen "
"aizmirstiem laikiem, kad to tauta sāka iznākt caur alām no to pazemes "
"pasaules. Nekas nav zināms par to dzīvi pirms ierašanās, vai iemesliem, "
"kādēļ viņi iznāca virszemē, bet kopš tā laika viņi ir bijuši neatņemama "
"kontinenta vēstures sastāvdaļa. Drīz vien pēc to iznākšanas no pazemes, rūķi "
"iesaistījās konfliktā ar sākotnējiem zemes iemītniekiem — elfiem. "
"Sākotnējais viņu strīda iemesls ir ticis zaudēts vēstures gaitā, bet kopš tā "
"laika šīs divas sugas ir izcīnījušas trīs garus karus, ko pārtraukušas dažas "
"desmitgades miera. Šo karu laikā rūķi nespēja izsvēpēt elfus no dziļajiem "
"dienvidu mežiem, bet tie spēja nostiprināt savas pozīcijas pauguros un "
"kalnos kontinenta ziemeļos, kas tagad pazīstamas kā Ziemeļzemes. Kopš tā "
"laika viņi ir uzcēluši fantastiskus cietokšņus un apmetnes dziļi savas "
"teritorijas kalnos un klintīs.\n"
"\n"
"Iespējams to izolācijas dēļ, rūķi parasti ir neuzticīgi vai agresīvi pret "
"lielāko daļu no citām sugām, īpaši pret elfiem. Vienīgais izņēmums ir pret "
"cilvēkiem. Tam var izsekot atpakaļ līdz pat Haldrika I ērai un cilvēku un "
"orku ienākšanai kontinentā. Šajā laikā rūķi sāka pieļaut dažu cilvēku, "
"pārsvarā citādi domājošo un no Vesnotas karaļvalsts izraidīto, apmešanos "
"noteiktos Ziemeļzemju apgabalos. To motivācija nebija pārsteidzoša. Šo "
"cilvēku nožēlojamais stāvoklis rūķiem atgādināja par viņu pašu agrīnās "
"vēstures vajāšanu, dodot solideritātes izjūtu. Rūķi arī daudz ko ieguva "
"veidojot saiti ar šiem izstumtajiem. Tie apmetās apgabalos, kur pašiem "
"rūķiem nepatika dzīvot (līdzenumos, mežos un purvos), tā atbrīvojot viņus no "
"šo apgabalu aizstāvēšanas.\n"
"\n"
"Salīdzinājumā ar cilvēkiem, rūķi ir augumā mazi, bet nebūt ne trausli. To "
"kareivji ir izturīgi un spēcīgi, un no tiem baidās un tos ciena visā "
"kontinentā par to bezbailību kaujā. Turklāt rūķi ir pazīstami ar to "
"plānošanas spējām un daiļamatniecību. Rūķu kalēji ir izslavēti par to "
"nāvējošajiem ieročiem un smagajām bruņām. Šie izstrādājumi ir nepārspēti "
"kvalitātes ziņā, iespējams pielīdzināmi vienīgi dreiku bruņkaļu "
"darinājumiem. To inteliģence un dabīgā ziņkārība tos ir padarījusi par "
"tehniski visattīstītāko sugu kontinentā. Viens no viņu visslavenākajiem un "
"visvairāk bītajiem atklājumiem bija noslēpumains pulveris, kas rada milzīgu "
"sprādzienu, kad nonāk saskarsmē ar uguni vai dzirkstelēm. Daži rūķu kareivji "
"izmanto šo pulveri, lai sviestu mazus priekšmetus ar milzīgu ātrumu. Ņemot "
"vērā to tehnisko ievirzi, daudzi rūķi tiecas neuzticēties maģijas "
"lietotājiem. Tomēr daži praktizē maģijas formu, kas balstīta uz rūnu "
"iegrebšanu. Viņus sauc par rūnkaļiem, un viņi izmanto šos grebumus uz "
"priekšmetiem, lai pastiprinātu noteiktas to dabas iezīmes."
#. [race]: id=elf
#: data/core/units.cfg:117
msgid "race^Elf"
msgstr "Elfs"
#. [race]: id=elf
#: data/core/units.cfg:118
msgid "race+female^Elf"
msgstr "Elfiete"
#. [race]: id=elf
#: data/core/units.cfg:119
msgid "race^Elves"
msgstr "Elfi"
#. [race]: id=elf
#: data/core/units.cfg:121
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"
"<header>text='Magic'</header>\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"
"<header>text='Culture'</header>\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"
"<header>text='Society'</header>\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 Kalian — 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:147
msgid "race^Falcon"
msgstr "Piekūns"
#. [race]: id=falcon
#: data/core/units.cfg:148
msgid "race+female^Falcon"
msgstr "Piekūniete"
#. [race]: id=falcon
#: data/core/units.cfg:149
msgid "race^Falcons"
msgstr "Piekūni"
#. [race]: id=falcon
#: data/core/units.cfg:150
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 armys charge."
msgstr ""
#. [race]: id=goblin
#: data/core/units.cfg:158
msgid "race^Goblin"
msgstr "Goblins"
#. [race]: id=goblin
#: data/core/units.cfg:159
msgid "race+female^Goblin"
msgstr "Gobliniete"
#. [race]: id=goblin
#: data/core/units.cfg:160
msgid "race^Goblins"
msgstr "Goblini"
#. [race]: id=goblin
#: data/core/units.cfg:161
#, fuzzy
#| msgid ""
#| "Goblins are, despite their appearance, born as siblings to the orcs and "
#| "members of the same race. While other races usually bear children singly "
#| "or in pairs, orcs will have large litters of children all at once, "
#| "causing their populations to explode rather quickly. Within any litter, "
#| "there will only be one or two true orcs, who will grow to the full size "
#| "and strength of their race. A few more will be half-orcs, notably weaker "
#| "than their big brothers, and relegated to supporting roles in combat, "
#| "such as archery. The rest, often a full half of more of any litter, will "
#| "be goblins. Goblins are puny and quite frail, rarely growing past the "
#| "size and stature of a human child. Goblins are born into a lifetime of "
#| "near-slavery to their larger kin, and used as sword-fodder in battle. "
#| "They thrive in spite of their tragic fate; in part because they are so "
#| "very numerous, and also because their brother orcs are well aware how "
#| "dependent they are on the goblins.\n"
#| "\n"
#| "Goblins perform the bulk of manual labor needed by the orcs, with the "
#| "sole exception of jobs that require the brute strength of true orcs. "
#| "Those the orcs revel in as proof of their prowess."
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 ""
"Goblini, par spīti to izskatam, ir orku brāļi un pieder vienai sugai. Kamēr "
"citas sugas audzē bērnus vienatnē vai pāros, orkiem ir lieli bērnu metieni "
"vienā reizē, izraisot to populācijas visai strauju pieaugumu. Katrā metienā "
"ir tikai viens vai divi patiesi orki, kuri izaug pilnā to sugas izmērā un "
"spēkā. Vēl daži ir pus-orki, manāmi vājāki par saviem lielajiem brāļiem un "
"izstumti atbalsta lomās kaujā, piemēram, lokšaušanā. Pārējie, bieži pusi vai "
"lielākā daļa no metiena, ir goblini. Goblini ir vārgi un diezgan trausli, "
"reti izaug lielāki un spēcigāki par cilvēka bērnu. Goblini ir dzimuši "
"lielāko sugas brāļu verdzībā tik pat kā uz mūžu, un parasti tiek izmantoti "
"kā zobenu gaļa kaujās. Tie zeļ par spīti to traģiskajam liktenim; daļēji "
"tāpēc, ka to ir tik daudz, un arī tāpēc, ka to brāļi orki labi apzinās, cik "
"atkarīgi tie ir no gobliniem.\n"
"\n"
"Goblini veic lielāko daļu no darbiem, kas nepieciešami orkiem, ar vienīgo "
"izņēmumu darbos, kuri prasa patieso orku tīro spēku. Tos orki izbauda kā "
"pierādījumu savam spēkam."
#. [race]: id=gryphon
#: data/core/units.cfg:178
msgid "race^Gryphon"
msgstr "Grifs"
#. [race]: id=gryphon
#: data/core/units.cfg:179
msgid "race+female^Gryphon"
msgstr "Grifiene"
#. [race]: id=gryphon
#: data/core/units.cfg:180
msgid "race^Gryphons"
msgstr "Grifi"
#. [race]: id=gryphon
#: data/core/units.cfg:181
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 ""
#. [race]: id=horse
#: data/core/units.cfg:191
#, fuzzy
#| msgid "race^Wose"
msgid "race^Horse"
msgstr "Vose"
#. [race]: id=horse
#: data/core/units.cfg:192
#, fuzzy
#| msgid "race+female^Ogre"
msgid "race+female^Horse"
msgstr "Cilvēkēdāja"
#. [race]: id=horse
#: data/core/units.cfg:193
#, fuzzy
#| msgid "race^Woses"
msgid "race^Horses"
msgstr "Voses"
#. [race]: id=horse
#: data/core/units.cfg:194
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:211
msgid "race^Human"
msgstr "Vīrietis"
#. [race]: id=human
#: data/core/units.cfg:212
msgid "race+female^Human"
msgstr "Sieviete"
#. [race]: id=human
#: data/core/units.cfg:213
msgid "race^Humans"
msgstr "Cilvēki"
#. [race]: id=human
#: data/core/units.cfg:214
#, fuzzy
#| msgid ""
#| "The race of men is an extremely diverse one. Although they originally "
#| "came from the Old Continent, men have spread all over the world and split "
#| "into many different cultures and races. Although they are not imbued with "
#| "magic like other creatures, humans can learn to wield it and able to "
#| "learn more types than most others. They have no extra special abilities "
#| "or aptitudes except their versatility and drive. While often at odds with "
#| "other races, they can occasionally form alliances with the less "
#| "aggressive races such as elves and dwarves. The less scrupulous among "
#| "them do not shrink back from hiring orcish mercenaries, either. They have "
#| "no natural enemies, although the majority of men, like most people of all "
#| "races, have an instinctive dislike of the undead. Men are shorter than "
#| "the elves, but taller still than dwarves. Their skin color can vary, from "
#| "almost white to dark brown.\n"
#| "\n"
#| "<header>text='Subjects of the Crown'</header>\n"
#| "Many different groups of men exist, but the majority of them on the Great "
#| "Continent live under the rule of the Crown of Wesnoth. The humans first "
#| "appeared on the Great Continent from a land far across the ocean to the "
#| "West, the Green Isle, and soon established their capital at the inland "
#| "city of Weldyn. Over the following centuries they have built up a number "
#| "cities across the continent. The soldiers from the Crown of Wesnoth "
#| "protect the country, forming the most organized military force in the "
#| "known world. Its warriors come from the main provinces, where all men are "
#| "conscripted at an early age.\n"
#| "\n"
#| "<header>text='The Clansmen'</header>\n"
#| "The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
#| "geography consisting of more open plains and rolling hills than the "
#| "western, more civilized provinces. They are home to the Horse Clans, who "
#| "are allied with the Crown of Wesnoth but operate independently and "
#| "maintain their own identity. Some consider them to be a tributary state, "
#| "which sends food and soldiers to Crown in exchange for protection. Others "
#| "say they are on equal footing with the western half of Wesnoth. In any "
#| "case, the eastern provinces do not have a conscript army the way Western "
#| "Wesnoth does. Training for fighting is part of the way of life of the "
#| "Clans; the parents teach the children to ride horses, fight and shoot a "
#| "bow from an early age. In general, the Clan warriors are less organized "
#| "than the civilized fighters, and the strengths and weaknesses of these "
#| "groups complement each other."
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"
"<header>text='Subjects of the Crown'</header>\n"
"Many different groups of men exist, but the majority of them on the Great "
"Continent live under the rule of the Crown of Wesnoth. The humans first "
"appeared on the Great Continent from a land far across the ocean to the "
"West, the Green Isle, and soon established their capital at the inland city "
"of Weldyn. Over the following centuries they have built up a number cities "
"across the continent. The soldiers from the Crown of Wesnoth protect the "
"country, forming the most organized military force in the known world. Its "
"warriors come from the main provinces, where all men are conscripted at an "
"early age.\n"
"\n"
"<header>text='The Clansmen'</header>\n"
"The eastern provinces of Wesnoth, known as the Clan Homelands, have a "
"geography consisting of more open plains and rolling hills than the western, "
"more civilized provinces. They are home to the Horse Clans, who are allied "
"with the Crown of Wesnoth but operate independently and maintain their own "
"identity. Some consider them to be a tributary state, which sends food and "
"soldiers to Crown in exchange for protection. Others say they are on equal "
"footing with the western half of Wesnoth. In any case, the eastern provinces "
"do not have a conscript army the way Western Wesnoth does. Training for "
"fighting is part of the way of life of the Clans; the parents teach the "
"children to ride horses, fight and shoot a bow from an early age. In "
"general, the Clan warriors are less organized than the civilized fighters, "
"and the strengths and weaknesses of these groups complement each other."
msgstr ""
"Cilvēku rase ir ārkārtīgi daudzveidīga. Sākotnēji cēlušies Vecajā "
"kontinentā, cilvēki ir izplatījušies pa visu pasauli un sadalījušies daudzās "
"dažādās kultūrās un rasēs. Lai gan viņi nav apdāvināti ar maģiju, kā citas "
"radības, cilvēki spēj tās iemācīties, turklāt spēj apgūt vairāk veidu, kā "
"citi. Tiem nav nekādu papildus spēju. Lai gan bieži tie ir nesaskaņās ar "
"citām rasēm, reizēm tie spēj veidot aliances ar tādām mazāk agresīvām rasēm "
"kā elfi un rūķi. Vairumam cilvēku, tā pat kā lielākajai daļai no visām "
"sugām, ir instinktīva nepatika pret nedzīvajiem. Cilvēki ir īsāki par "
"elfiem, bet garāki par rūķiem. To ādas krāsa var būt dažāda, no praktiski "
"baltas, līdz tumši brūnai.\n"
"\n"
"<header>text='Troņa pavalstnieki'</header>\n"
"Pastāv daudzas, dažādas cilvēku grupas, bet lielākā daļa no tiem Dižajā "
"kontinentā dzīvo zem Vesnotas likumiem. Cilvēki pirmo reizi Dižajā "
"kontinentā parādījās no Zaļās salas, tālu aiz okeāna, un ātri nodibināja "
"savu galvaspilsētu Veldūnā. Sekojošajos gadsimtos viņi ir uzbūvējuši "
"vairākas pilsētas visā kontinentā. Vesnotas kareivji sargā valsti, veidojot "
"organizētāko militāro spēku zināmajā pasaulē.\n"
"\n"
"<header>text='Klana locekļi'</header>\n"
"Vesnotas austrumu provincēs, kas pazīstamas kā Klanu zemes, ir vairāk "
"atklātu līdzenumu un viļņainu pauguru. Tā ir dažādu klanu mājvieta, kas ir "
"savienībā ar Vesnotas Troni, bet darbojas neatkarīgi un saglabā savu "
"identitāti. Daži to uzskata par nodevu maksātāju pavalsti, kas apmaiņā pret "
"aizsardzību sūta pārtiku un kareivjus Tronim. Citi saka, ka tie ir "
"vienlīdzīgi ar Vesnotas rietumu pusi. Jebkurā gadījumā, austrumu provincēm "
"nav tādas obligātās armijas, kā rietumos. Trenēšanās kaujām ir klanu "
"dzīvesveida sastāvdaļa, vecāki jau no mazotnes bērniem māca jāt ar zirgiem, "
"cīnīties un šaut ar loku. Kopumā, Klana kareivji ir mazāk organizēti kā "
"valsts karavīri."
#. [race]: id=dunefolk
#: data/core/units.cfg:229
#, fuzzy
#| msgid "race^Human"
msgid "race^Dunefolk Human"
msgstr "Vīrietis"
#. [race]: id=dunefolk
#: data/core/units.cfg:230
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Dunefolk Human"
msgstr "Sieviete"
#. [race]: id=dunefolk
#: data/core/units.cfg:231
#, fuzzy
#| msgid "race+plural^Undead"
msgid "race+plural^Dunefolk"
msgstr "Nedzīvie"
#. [race]: id=dunefolk
#: data/core/units.cfg:233
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 Dunefolks 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 Dunefolks 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 Dunefolks "
"distant past in the exotic far corners of Irdya."
msgstr ""
#. [race]: id=lizard
#: data/core/units.cfg:254
msgid "race^Saurian"
msgstr "Rāpulis"
#. [race]: id=lizard
#: data/core/units.cfg:255
msgid "race+female^Saurian"
msgstr "Rāpule"
#. [race]: id=lizard
#: data/core/units.cfg:256
msgid "race^Saurians"
msgstr "Rāpuļi"
#. [race]: id=lizard
#: data/core/units.cfg:257
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"
"<header>text='Society'</header>\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 clans 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 "
"females 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"
"<header>text='Geography'</header>\n"
"Saurians can live in many different areas, though swamps are by far their "
"most common habitat.\n"
"\n"
"<header>text='Biology'</header>\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:283
msgid "race^Mechanical"
msgstr "Mehānisms"
#. [race]: id=mechanical
#: data/core/units.cfg:284
msgid "race+plural^Mechanical"
msgstr "Mehānismi"
#. [race]: id=mechanical
#: data/core/units.cfg:285
msgid ""
"Animated neither by natural life nor by necromancy, the term "
"<italic>text='mechanical'</italic> describes a created artifact of an "
"intelligent being. Most mechanical things neither move nor think on their "
"own, but some do so as a result of magical enchantment."
msgstr ""
"Atšķirīgs no dabīgās dzīvības un nekromānijas, termins "
"<italic>text='mehānisks'</italic> apraksta saprātīgas būtnes radītu "
"priekšmetu. Lielākā daļa mehānisko lietu pašas nekustās un nedomā, bet dažas "
"to spēj pateicoties burvestībām."
#. [race]: id=merman
#: data/core/units.cfg:294
msgid "race^Merman"
msgstr "Ūdensvīrs"
#. [race]: id=merman
#: data/core/units.cfg:295
msgid "race^Mermaid"
msgstr "Nāra"
#. [race]: id=merman
#: data/core/units.cfg:296
#, fuzzy
#| msgid "race^Troll"
msgid "race^Merfolk"
msgstr "Trollis"
#. [race]: id=merman
#: data/core/units.cfg:298
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 ""
"Kaut kas starp cilvēka un zivs sakausējumu, nāras ir mīklaina suga gan ar "
"zivjveidīgo, gan cilvēkveidīgo daļām. Tām ir spēcīgas astes, kas dod iespēju "
"ātri pārvietoties ūdens apvidos, kamēr to veiklās rokas un asie prāti ļauj "
"veikt labus rokdarbus un taisīt rīkus. Pa pusei ūdens iemītnieki, nāras spēj "
"bez grūtībām elpot gan ūdenī, gan uz sauszemes. Par spīti tam, ka tās spēj "
"izdzīvot uz sauszemes, tās ir daudz ātrākas unn kustīgākas ūdenī un reti "
"sastopamas tālu no okeāna. Tās parasti izvairās no sauszemes, jo tās tur "
"neiederas un ir neveiklas, un tām ir grūtības pārvietoties pa nelīdzenu vai "
"meža apvidu."
#. [race]: id=monster
#: data/core/units.cfg:306
msgid "race^Monster"
msgstr "Briesmonis"
#. [race]: id=monster
#: data/core/units.cfg:307
msgid "race+female^Monster"
msgstr "Briesmone"
#. [race]: id=monster
#: data/core/units.cfg:308
msgid "race^Monsters"
msgstr "Briesmoņi"
#. [race]: id=monster
#: data/core/units.cfg:309
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 ""
"Termins “briesmonis” iekļauj daudzus briesmīgus zvērus, kas apsēduši alas, "
"mežonīgu dabu, okeānu dzīles un citas klimata zonas. Tie parasti minēti arī "
"to iemītnieku stāstos un murgos."
#. [race]: id=naga
#: data/core/units.cfg:316
msgid "race^Naga"
msgstr "Nāga"
#. [race]: id=naga
#: data/core/units.cfg:317
msgid "race^Nagini"
msgstr "Nāgans"
#. [race]: id=naga
#: data/core/units.cfg:318
msgid "race^Nagas"
msgstr "Nāgas"
#. [race]: id=naga
#: data/core/units.cfg:319
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 ""
"Čūskveidīgās nāgas ir vena no vismazāk izprastajām sugām Dižajā kontinentā. "
"Daļēji pateicoties to bailēm no svešiniekiem, un daļēji pateicoties to "
"svešajai videi. Nāgas ir viena no retajām sugām, kuras ir spējīgas labi "
"pārvietoties ūdenī, dodot tām pieeju veselai pasaulei, kura ir praktiski "
"liegta sauszemes iemītniekiem, bet tas vēl vairāk tās atšķir no to "
"nicinātajiem sauszemes iemītniekiem. Tomēr tās joprojām nav patiesas jūras "
"radības, un to nespēja elpot zem ūdens atstāj tās bailēs no dzelmes. "
"Dzīvošana piekrastes rajonos, dod tām atkāpšanās ceļu uz sauszemi, un tajā "
"pašā laikā ļauj palikt neaizsniedzamām tiem, kuri ceļo ar kājām un spārniem. "
"Lai gan nāgas ir diesgan vājas, tās bieži ir ātrākas un izveicīgākas par to "
"pretiniekiem. Reizēm nāgas nesaprotas ar nārām, ja to teritorijas pārklājas, "
"bet kopumā nāgas dod priekšroku purviem un upēm tādā pat mērā kā atklātam "
"ūdenim."
#. [race]: id=ogre
#: data/core/units.cfg:327
msgid "race^Ogre"
msgstr "Cilvēkēdājs"
#. [race]: id=ogre
#: data/core/units.cfg:328
msgid "race+female^Ogre"
msgstr "Cilvēkēdāja"
#. [race]: id=ogre
#: data/core/units.cfg:329
msgid "race^Ogres"
msgstr "Cilvēkēdāji"
#. [race]: id=ogre
#: data/core/units.cfg:330
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 dont 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 ""
"Cilvēkēdāji ir mežonīga un necivilizēta suga, kas klejo galvenokārt Dižā "
"kontinenta savvaļā. Fiziski tie atgādina cilvēkus un orkus, bet ir lielāki "
"un spēcīgāki. Pat to pusaudži ir vairāk kā spējīgi stāties pretim lielākajai "
"daļai cilvēku. Daudzos apdzīvotos rajonos cilvēkēdājiem neuzticas, un tie "
"parasti izvairās no tiem vai tiek padzīti ar spēku. Tā vietā viņi klīst "
"kalnainos apvidos civilizāciju nomalēs, kur izsalkuši cilvēkēdāju bandīti ir "
"pastāvīgs drauds ceļotājiem un karavānām. Lai gan cilvēkēdāji nav īpaši "
"gudri vai ātri, to izturība un fiziskais spēks padara viņus par vērtīgu citu "
"sugu armiju sastāvdaļu. Īpaši augstu tos vērtē nežēlīgākie komandieri, "
"kuriem nav iebildumu pret cilvēkēdāju brutalitāti. Praktiski nekas nav "
"zināms par viņu bioloģiju un sabiedrību, ja tiem tāda vispār ir, bet stāsta, "
"ka tie uzbrūk kopā ar vilkiem un citiem zvēriem. Nav zināms vai tā ir "
"sadarbības, piejaucēšanas vai vienkārši izdevīga gadījuma zīme."
#. [race]: id=orc
#: data/core/units.cfg:338
msgid "race^Orc"
msgstr "Orks"
#. [race]: id=orc
#: data/core/units.cfg:339
msgid "race+female^Orc"
msgstr "Orkiete"
#. [race]: id=orc
#: data/core/units.cfg:340
msgid "race^Orcs"
msgstr "Orki"
#. [race]: id=orc
#: data/core/units.cfg:341
#, fuzzy
#| msgid ""
#| "In appearance, orcs are half men and half beasts. They are taller, "
#| "sturdier and stronger than humans. They are warlike, savage, and cruel by "
#| "nature. Their blood is darker and thicker than that of normal humans and "
#| "they have little care for personal hygiene or their personal appearance. "
#| "Although Orcs are violent even among themselves creatures, they are pack-"
#| "oriented; an orc never travels long or lives alone in groups smaller than "
#| "half a dozen.\n"
#| "\n"
#| "<header>text='Society'</header>\n"
#| "Almost every orc are a member of a tribe or a clan. Relations between "
#| "neighboring tribes are usually violent, except in cases of a mutual enemy "
#| "threatens their existence or prospects of great plunder override mutual "
#| "animosity. Occasionally, a single strong chieftain may emerge to lead "
#| "multiple tribes from time to time, usually through intimidation of "
#| "followers. An orc tribe in times of peace tends to focus almost solely on "
#| "strengthening itself in preparation for the next armed conflict. Orcs are "
#| "known to possess a crude system of writing — usually in blood — although "
#| "its 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 ones own goals.\n"
#| "\n"
#| "Orcs mostly live in rural areas, often in foothills or mountainous "
#| "regions, sometimes in caves. They grow no crops nor keep livestock, but "
#| "are competent hunters as a result of their physical stature and "
#| "brutality. Due to their large numbers they are capable of hunting an area "
#| "virtually clean of anything larger than rodents in relatively short "
#| "period of time. Due to this and their unstable leadership, orcish tribes "
#| "tend to lead a semi-nomadic lifestyle, never settling in one region for "
#| "too long. The larger tribes may establish themselves firmly in an area "
#| "for years or even decades and build large encampments almost resembling "
#| "cities, but even these are easily dismantled and abandoned if there is a "
#| "need to relocate the horde.\n"
#| "\n"
#| "The oldest known orcs have been around 50 to 60 years of age, but very "
#| "few individuals ever live to see over two or three decades before meeting "
#| "their end either in war or by the hand of one of their kin. The oldest "
#| "orcs are often shamans, which are perhaps the only ones most of their "
#| "kind sees as being trustworthy and neutral. The origins of this custom "
#| "are unknown, as the shamans do not directly contribute much to orcish "
#| "societies but only act as advisors — not something orcs tend to otherwise "
#| "tolerate. Shamans are in many ways the opposite of most other orcs: they "
#| "are often physically withered and frail in comparison and lack skill in "
#| "battle. Despite their reliance on raw strength, not nearly all orcs are "
#| "destined to grow to possess any. Many orcs are born smaller and weaker "
#| "than the rest, and already almost as newborns are put in their place by "
#| "their stronger siblings. The stronger ones will routinely grab most of "
#| "the food and thus grow stronger still, while their weaker siblings do "
#| "not. Many of these individuals tend to specialize in other skills, like "
#| "archery or assassination."
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"
"<header>text='Society'</header>\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 "
"its 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 ones 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 ""
"Pēc izskata orki ir pa pusei cilvēki, pa pusei zvēri. Tie ir garāki, "
"izturīgāki un spēcīgāki kā cilvēki. Tie ir kareivīgi, mežonīgi un nežēlīgi "
"pēc dabas. To asinis ir tumšākas un biezākas kā parasti cilvēkiem, un tiem "
"īpaši nerūp ne personīgā higiēna, ne pašu izskats. Lai gan orki ir "
"vardarbīgi (pat savā starpā) radījumi, tie tiecas veidot barus — orki nekad "
"ilgi neceļo un nedzīvo grupās, kas mazākas par pusduci.\n"
"\n"
"<header>text='Sabiedrība'</header>\n"
"Praktiski katrs orks ir kāda klana vai cilts sastāvā. Attiecības starp "
"kaimiņu ciltīm parasti ir vardarbīgas, izņemot gadījumus, kad kopīgs "
"ienaidnieks apdraud to eksistenci, vai arī liela laupījuma izredzes pārvar "
"abpusējo naidīgumu. Reizēm parādās viens spēcīgs barvedis, kurš vada "
"vairākas ciltis, parasti caur sekotāju iebiedēšanu. Orku cilts miera laikā "
"praktiski pilnībā tiecas koncentrēties sevis stiprināšanai, lai sagatavotos "
"nākamajam bruņotajam konfliktam. Ir zināms, ka orkiem ir primitīva rakstības "
"sistēma (parasti izmantojot asinis), lai gan tā visbiežāk tiek izmantota "
"apvainojumu un draudu apmaiņai starp cilšu vadoņiem.\n"
"\n"
"Orku sabiedrība ir balstīta praktiski tikai uz spēku. Spēks dara pareizu, un "
"barvedis vada un izdzīvo tikai tik ilgi, kamēr nevienam neizdodas atņemt tā "
"titulu. Starp potenciālajiem cilšu vadoņiem vārās nepārtraukta cīņa par "
"varu. Orku barvedis reti nodzīvo ilgāk par dažiem gadiem, izbaudot savu "
"absolūto autoritāti, pirms tiek nogalināts cīņā par savu pozīciju — lai gan "
"vēsturē zināmi daži vērā ņemami izņēmumi. Orkiem nav nekāda goda kodeksa, un "
"lai gan neapstrīdams, rupjš spēks parasti tiek atzīts par labāko varas "
"izrādīšanas metodi, slepkavošana, noindēšana un mugurā duršana ir pilnīgi "
"pieņemami līdzekļi savu mērķu sasniegšanai.\n"
"\n"
"Orki pārsvarā dzīvo lauku apvidos, bieži paugurainēs kalnu pakājē, kalnainos "
"reģionos un dažreiz alās. Tie neaudzē ne labību, ne arī tur mājlopus, bet "
"savas miesasbūves un brutalitātes dēļ ir spējīgi mednieki. Pateicoties to "
"lielajam skaitam, tie spēj izmedīt apgabalu praktiski tīru no visa, kas "
"lielāks par grauzēju, salīdzinoši īsā laikā. Tā dēļ un to nestabilās vadības "
"dēļ, orku ciltis tiecas piekopt pusnomadisku dzīvesveidu, nekad neapmetoties "
"vienā vietā pārāk ilgi. Lielākās ciltis var nostiprināties vienā vietā uz "
"gadiem vai pat gadu desmitiem, un uzbūvēt lielas apmetnes, kas gandrīz "
"atgādina pilsētas, bet pat tās tiek viegli nojauktas un pamestas, ja rodas "
"vajadzība pārvietot baru.\n"
"\n"
"Vecākie zināmie orki ir sasnieguši no 50 līdz 60 gadiem, bet ārkārtīgi reti "
"kurš nodzīvo vairāk par divām vai trim desmitgadēm pirms sastop savu galu "
"karā vai krītot no kāda savējā rokas. Vecākie orki bieži ir šamaņi, kuri "
"iespējams ir vienīgie, kurus vairums orku uzskata par uzticamiem un "
"neitrāliem. Šīs paražas izcelšanās ir nezināma, jo šamaņi tieši nedod lielu "
"ieguldījumu orku sabiedrībās, bet kalpo tikai kā padomdevēji — kaut kas, ko "
"orki parasti necieš. Daudzējādā ziņā šamaņi ir pilnīgi pretēji vairumam "
"orku: bieži tie ir fiziski salīdzinoši vāji un trausli, un tiem trūkst "
"prasmju kaujā. Par spīti viņu paļāvībai uz rupju spēku, ne tuvu ne visiem "
"orkiem ir lemts to iegūt. Daudzi orki piedzimst mazāki un vājāki kā pārējie, "
"un to stiprākās māsas un brāļi jau gandrīz kā jaundzimušos tos pieliek pie "
"vietas. Stiprākie parasti paķers lielāko daļu no ēdiena un tā augs vēl "
"stiprāki kā vājākie. Daudzi no šiem indivīdiem tiecas specializēties citās "
"prasmēs, kā piemēram lokšaušana vai slepkavošana."
#. [race]: id=orc
#: data/core/units.cfg:352
msgid ""
"\n"
"\n"
"Orcs who were not the strongest of their litter tend to specialize in other "
"skills, like archery or assassination."
msgstr ""
#. [race]: id=raven
#: data/core/units.cfg:361
#, fuzzy
#| msgid "race^Dwarves"
msgid "race^Raven"
msgstr "Rūķi"
#. [race]: id=raven
#: data/core/units.cfg:362
#, fuzzy
#| msgid "race+female^Drake"
msgid "race+female^Raven"
msgstr "Dreika"
#. [race]: id=raven
#: data/core/units.cfg:363
#, fuzzy
#| msgid "race^Dwarves"
msgid "race^Ravens"
msgstr "Rūķi"
#. [race]: id=raven
#: data/core/units.cfg:364
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:375
msgid "race^Troll"
msgstr "Trollis"
#. [race]: id=troll
#: data/core/units.cfg:376
msgid "race+female^Troll"
msgstr "Trolle"
#. [race]: id=troll
#: data/core/units.cfg:377
msgid "race^Trolls"
msgstr "Troļļi"
#. [race]: id=troll
#: data/core/units.cfg:378
#, fuzzy
#| msgid ""
#| "Trolls are ancient creatures, one of the oldest known races known to "
#| "inhabit the Great Continent. They are large, slow, simple-minded, and "
#| "live extremely long lives inside deep caves or atop high mountains. The "
#| "most unique characteristic of trolls is an internal vitality that "
#| "sustains and heals them from within. As a result they live very different "
#| "lives from almost any known creature. Trolls have few real needs: they "
#| "require little food or water, and thus they have little incentive to "
#| "pursue much besides protection from those who are hostile towards them. "
#| "This in turn means they rarely have to worry about anything and can spend "
#| "much of their time sleeping or in contemplation. Trolls have a curious "
#| "affinity with nature. They do not relate with living things like elves "
#| "do, but instead with earth and stone. They are also somewhat curious of "
#| "their surroundings and many younger whelps even enjoy traveling and "
#| "seeing the world. As trolls grow older they tend to become increasingly "
#| "passive, gradually losing interest in their environment and spending more "
#| "of their time sleeping in a quiet, familiar corner of their home cave. "
#| "This is until they finally pass away as their bodies themselves slowly "
#| "turn into lifeless statues of stone.\n"
#| "\n"
#| "Trolls are seen by many as being little more than yet another race of "
#| "savage monsters. This common misconception is in part perpetuated by orcs "
#| "to persuade trolls to join their armies. Because they are rather simple "
#| "and do not understand the ways of other races or sometimes can even tell "
#| "them apart, it is usually easy for an orcish band to convince a group of "
#| "trolls that by joining them they get to exact revenge on those that have "
#| "before hunted them. These new recruits are then directed to attack "
#| "whoever the orcs themselves are currently in conflict with, whether "
#| "previously a foe of the trolls or not, accumulating even more enemies for "
#| "the misled trolls. The most common enemy of trolls are dwarves, and the "
#| "animosity between these two races is ancient.\n"
#| "\n"
#| "<header>text='Geography'</header>\n"
#| "Trolls have inhabited the mountains of the Great Continent longer than "
#| "the dwarves who migrated there. Trolls are a common sight on the mountain "
#| "ranges north and east of Wesnoth, and wherever Orcish hordes travel."
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"
"<header>text='Geography'</header>\n"
"Trolls have inhabited the mountains of the Great Continent longer than the "
"dwarves who migrated there. Trolls are a common sight on the mountain ranges "
"north and east of Wesnoth, and wherever Orcish hordes travel."
msgstr ""
"Troļļi ir seni radījumi, viena no vecākajām zināmajām Dižo kontinentu "
"apdzīvojošām rasēm. Tie ir lieli, lēni, atklāti un tie dzīvo ārkārtīgi garas "
"dzīves dziļi alās vai augstu kalnos. Visneatkārtojamākā troļļu iezīme ir "
"iekšējais dzīvīgums, kas tos uztur un dziedē no iekšienes. Tā rezultātā tie "
"dzīvo pilnīgi atšķirīgas dzīves nekā gandrīz visas zināmās radības. Troļļiem "
"ir ļoti maz patiesu nepieciešamību: tiem nevajag daudz pārtikas vai ūdeni, "
"tādēļ tiem nav lielas intereses kam sekot, ja neskaita aizsardzību pret "
"tiem, kuri ir agresīvi pret viņiem. Tas savukārt nozīmē to, ka tiem reti ir "
"par ko uztraukties, un tie var pavadīt lielāko daļu sava laika guļot vai "
"iegrimuši pārdomās. Troļļiem ir interesanta patika pret dabu. Tie nesaista "
"sevi ar dzīvajām lietām, kā elfi, bet tā vietā ar zemi un akmeni. Tie ir arī "
"samērā ieinteresēti to apkārtnē, un daudzi jaunākie zaļknābji pat izbauda "
"ceļošanu un pasaules apskatīšanu. Kļūstot vecākiem, troļļi paliek aizvien "
"pasīvāki, pamazām zaudējot interesi par apkārtni, un pavadot vairāk laika "
"guļot klusā, pazīstamā savas māju alas stūrī. Tas turpinās līdz visbeidzot "
"viņi aiziet, viņu pašu ķermeņiem lēnām pārtopot par nedzīvām akmens "
"statujām.\n"
"\n"
"Daudzi troļļus neuzskata par neko vairāk kā vien vēl vienu mežonīgu "
"briesmoņu sugu. Šis bieži sastopamais aplamais priekšstats daļēji tiek "
"uzturēts dēļ orku pārliecināšanas, lai troļļi pievienojas to armijām. Tādēļ, "
"ka tie ir diezgan vienkārši un neizprot citu rasu gājienus vai dažreiz pat "
"nevar atšķirt tās vienu no otras, parasti orku baram ir viegli pārliecināt "
"troļļu grupu, ka, pievienojoties tiem, viņi gūs iespēju atriebties tiem, "
"kuri iepriekš viņus ir medījuši. Šie jauniesauktie tad tiek virzīti "
"uzbrukumā pret tiem, ar kuriem orki paši tajā brīdī ir konfliktā, neatkarīgi "
"no tā vai iepriekš tie ir bijuši troļļu ienaidnieki, vai nē, tā iegūstot vēl "
"vairāk ienaidnieku maldinātajiem troļļiem. Visbiežākie troļļu ienaidnieki ir "
"rūķi, un naids šo divu rasu starpā ir sens.\n"
"\n"
"<header>text='Ģeogrāfija'</header>\n"
"Troļļi ir apdzīvojuši Dižā kontinenta kalnus ilgāk kā rūķi, kuri tur "
"migrēja. Troļļi bieži redzami kalnu grēdās ziemeļos un austrumos no "
"Vesnotas, un lai kur arī orku bari ceļotu."
#. [race]: id=undead
#: data/core/units.cfg:398
msgid "race^Undead"
msgstr "Nedzīvais"
#. [race]: id=undead
#: data/core/units.cfg:399
msgid "race+female^Undead"
msgstr "Nedzīvā"
#. [race]: id=undead
#: data/core/units.cfg:400
msgid "race+plural^Undead"
msgstr "Nedzīvie"
#. [race]: id=undead
#: data/core/units.cfg:401
#, 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 mermen tell of very few of their kind "
#| "who have ever delved in the dark arts. It is surmised that necromantic "
#| "magic requires great adaptability and a flexible mind, extremes of which "
#| "are most commonly found in humans. The ultimate goal of most necromancers "
#| "is to turn the same art of preserving and imbuing life upon themselves, "
#| "to alter themselves at whatever cost, to ultimately escape death by "
#| "preserving their own mind and spirit.\n"
#| "\n"
#| "<header>text='Geography'</header>\n"
#| "While undead lords arrived on the Great Continent in considerable numbers "
#| "only in the wake of Haldric I, they were not completely unheard of by "
#| "elves and dwarves before that."
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"
"<header>text='Geography'</header>\n"
"While undead lords arrived on the Great Continent in considerable numbers "
"only in the wake of Haldric I, they were not completely unheard of by elves "
"and dwarves before that."
msgstr ""
"Nedzīvie nav īsti atsevišķa radījumu suga, lai gan bieži par tādiem tiek "
"uzskatīti. Gandrīz jebkuru mirušu radījumu pietiekami prasmīgs nekromancers "
"var atkal iekustināt un augšāmcelt kā nedzīvo. Lielākoties nedzīvie ir "
"nedabīgi veidojumi, bez sava prāta, kas paklausa jebkuram, kurš tos ir "
"radījis, bez jautājumiem un pārdomām. Lielāka melnās maģijas mīkla ir tā, "
"kādā veidā šie veidojumi tiek uzturēti bez nepārtrauktas nekromancera "
"piepūles. Nedzīvajam radījumam nav nepieciešama nepārtraukta nekromancera "
"uzmanība, lai komandētu un uzturētu, bet tas spēj darboties patstāvīgi "
"saskaņā ar tā saimnieka pavēlēm. Tikai pa retam, iespējams reizi dažos "
"mēnešos, nekromanceram vajag uzturēt tā radījumu.\n"
"\n"
"Nekromantija pamatā ir sastopama tikai cilvēkos. Pat leģendas par tādām "
"maģiski apdāvinātām sugām kā elfi un nāras, stāsta par ļoti nedaudziem no "
"tiem, kuri jebkad klejojuši melnajās mākslās. Tiek minēts, ka nekromantijas "
"maģija prasa lielu pielāgošanās spēju un elastīgu prātu, kuru galējības "
"visbiežāk ir sastopamas cilvēkos. Galīgais mērķis lielākajai daļai "
"nekromanceru ir pielietot to pašu saglabāšanas un dzīvības iedvešanas mākslu "
"uz sevi, lai izmainītu sevi par jebkuru cenu, lai beigās izmuktu no nāves, "
"saglabājot pašiem savu prātu un garu.\n"
"\n"
"<header>text='Ģeogrāfija'</header>\n"
"Lai gan nedzīvo pavēlnieki vērā ņemamā skaitā Dižajā kontinentā ieradās "
"tikai Haldrika I valdīšanas sākumā, tie nebija pilnīgs jaunums elfiem un "
"rūķiem jau pirms tam."
#. [race]: id=wolf
#: data/core/units.cfg:414
msgid "race^Wolf"
msgstr "Vilks"
#. [race]: id=wolf
#: data/core/units.cfg:415
msgid "race+female^Wolf"
msgstr "Vilcene"
#. [race]: id=wolf
#: data/core/units.cfg:416
msgid "race^Wolves"
msgstr "Vilki"
#. [race]: id=wolf
#: data/core/units.cfg:417
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:426
msgid "race^Wose"
msgstr "Vose"
#. [race]: id=wose
#: data/core/units.cfg:427
msgid "race^Woses"
msgstr "Voses"
#. [race]: id=wose
#: data/core/units.cfg:428
#, fuzzy
#| 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 "
#| "deeper connection to the woodlands 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."
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 ""
"Varenie voses dzīvo dziļākajos mežos, visā zināmajā pasaulē. Pavirši uzmetot "
"aci, vose atgādinās neko vairāk kā dīvainas formas koku. Kā meža sargus, "
"voses izveidojuši dziļākas saites ar mežu nekā ar elfiem. Tie ir miermīlīgas "
"dabas radijumi, bet necieš ja senais mežs tiek traucēts. Pārsvarā sava "
"gausuma dēļ voses nekur nepārvietojas, tie ir spējīgi nodzīvot vienā vietā "
"(nekustīgi) desmitiem gadu.\n"
"\n"
"Lai gan paši ar burvestībām nenodarbojas, tie tomēr ir saistīti ar maģisko "
"pasauli. Par šo seno rasi varam uzzināt tikai pateicoties elfu zinātniekiem, "
"kuri uzzskata, ka pati daba vosēm piešķīra mistiskas spējas. Tikai elfu "
"gudrākie meisteri ir spējuši novērot un studēt šīs mistiskās meža radības. "
"Lai gan voses ir līdzīgi kokiem, tiem nav kopīgu senču. Tiek uzskatīts ka "
"tie ir paši senākie radijumi uz šīs pasaules, iespējams pat senāki kā mežs. "
"Un izskatās ka daba tiem ir devusi mūžīgu uzdevumu sargāt mežus.\n"
"\n"
"Voses slikti pielāgoti kaujas apstākļiem, bet tie izmanto spēku lai "
"aizstāvētu savu meža platību. Ārpus meža robežām tie ir neaizsargāti un ļoti "
"lēni. Tākā tie ir saistīti ar mistisko pasauli, šī tipa uzbrukumi voses "
"traumē visvairāk. Ar savu cieto apvalku tie praktiski nejūt fiziskus "
"bojājumus. Toties no uguns tie ļoti baidās. Saņēmuši bojājumus tie spēj sevi "
"dziedēt, tāpēc voses parasti pietiekami ilgi noturās, lai varētu atbildēt ar "
"savu spēcīgo prettriecienu. Savā meža biezoknī vose var nomaskēties tā, ka "
"pat labi apmācīts elfu izlūks to nepamanīs.\n"
"\n"
"Neviens nezin cik ilgi dzīvo voses. Daži senākie īpatņi nodzīvojuši simtiem "
"gadu un ir sasnieguši neredzētus apmērus. Tiek uzskatīts, ja vose nekrīt "
"kaujas apstākļos tad nāves apskāvieni to negaida nekad. Savas dzīves tie "
"pavada simtiem gadu - mežā, un nemaz neintresējas, kas notiek civilizētajā "
"pasaules daļā. No sava miega pamostās tikai priekš meža aizstāvēšanas, kuru "
"tie sauc par mājām."
#. [lua]: action
#: data/lua/feeding.lua:26 data/lua/feeding.lua:39
msgid "+1 max HP"
msgstr "+1 maksimālajiem veselības punktiem"
#. [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 "nedzīva"
#. [lua]: on_hit
#: data/lua/stun.lua:26
msgid "stunned"
msgstr ""
#: src/help/help.cpp:207
msgid "Close"
msgstr "Aizvērt"
#: src/help/help.cpp:211
msgid "Help"
msgstr "Palīdzība"
#: 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 "Parsēšanas kļūda palīdzības tekstā: "
#: src/help/help_topic_generators.cpp:63
msgid "Best of"
msgstr ""
#: src/help/help_topic_generators.cpp:63
msgid "Worst of"
msgstr ""
#. TRANSLATORS: in a description of an overlay terrain, the terrain that it's placed on
#: src/help/help_topic_generators.cpp:94
#, fuzzy
#| msgid "Base Terrain: "
msgid "base terrain"
msgstr "Bāzes Apvidus: "
#: src/help/help_topic_generators.cpp:165
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:170
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] ""
#: src/help/help_topic_generators.cpp:177
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:181
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:184
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:188
#: src/help/help_topic_generators.cpp:618
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "Special Notes:"
msgid "Special Notes:"
msgstr ""
"\n"
"\n"
"Īpašas piezīmes:"
#. TRANSLATORS: $types is a conjunct list, typical values will be "Castle" or "Flat and Shallow Water".
#. The terrain names will be hypertext links to the help page of the corresponding terrain type.
#. There will always be at least 1 item in the list, but unlikely to be more than 3.
#: src/help/help_topic_generators.cpp:209
#, fuzzy
#| msgid "Base Terrain: "
msgid "Basic terrain type: $types"
msgid_plural "Basic terrain types: $types"
msgstr[0] "Bāzes Apvidus: "
msgstr[1] "Bāzes Apvidus: "
msgstr[2] "Bāzes Apvidus: "
#. TRANSLATORS: In the help for a terrain type, for example Dwarven Village is often placed on Cave Floor
#: src/help/help_topic_generators.cpp:221
msgid "Typical base terrain: $type"
msgstr ""
#: src/help/help_topic_generators.cpp:227
#, fuzzy
#| msgid "Movement Cost"
msgid "Movement properties: "
msgstr "Pārvietošanās izmaksas"
#: src/help/help_topic_generators.cpp:231
msgid "Defense properties: "
msgstr ""
#: src/help/help_topic_generators.cpp:311
#, fuzzy
#| msgid "level"
msgid "Level"
msgstr "līmenis"
#: src/help/help_topic_generators.cpp:375
msgid "Advances from: "
msgstr "Attīstās no: "
#: src/help/help_topic_generators.cpp:377
#, fuzzy
#| msgid "Advances from: "
msgid "Advances to: "
msgstr "Attīstās no: "
#: src/help/help_topic_generators.cpp:406
msgid "Base unit: "
msgstr "Bāzes vienība: "
#: src/help/help_topic_generators.cpp:411
msgid "Base units: "
msgstr "Bāzes vienības: "
#: src/help/help_topic_generators.cpp:429
msgid "Variations: "
msgstr "Variācijas: "
#: src/help/help_topic_generators.cpp:453
msgid "race^Miscellaneous"
msgstr "Dažādi"
#: src/help/help_topic_generators.cpp:455
msgid "Race: "
msgstr "Rase: "
#: src/help/help_topic_generators.cpp:525
msgid "Abilities: "
msgstr "Spējas: "
#: src/help/help_topic_generators.cpp:551
msgid "Ability Upgrades: "
msgstr "Spēju uzlabojumi:"
#. 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
#, fuzzy
#| msgid "HP: "
msgid "HP:"
msgstr "Veselība: "
#. 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:585
#, fuzzy
#| msgid "Moves: "
msgid "Moves:"
msgstr "Gājieni: "
#. 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
#, fuzzy
#| msgid "Vision: "
msgid "Vision:"
msgstr "Vīzija: "
#. 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:596
#, fuzzy
#| msgid "Jamming: "
msgid "Jamming:"
msgstr "Traucējums: "
#. 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:601
#, fuzzy
#| msgid "Cost: "
msgid "Cost:"
msgstr "Izmaksas: "
#. 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:605
#, fuzzy
#| msgid "Alignment: "
msgid "Alignment:"
msgstr "Īpašība: "
#. 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:612
#, fuzzy
#| msgid "Required XP: "
msgid "Required XP:"
msgstr "Nepieciešamie PP: "
#: src/help/help_topic_generators.cpp:630
msgid "unit help^Attacks"
msgstr "Uzbrukumi"
#: src/help/help_topic_generators.cpp:637
msgid "unit help^Name"
msgstr "Nosaukums"
#: src/help/help_topic_generators.cpp:638
msgid "Strikes"
msgstr "Sitieni"
#: src/help/help_topic_generators.cpp:639
msgid "Range"
msgstr "Diapazons"
#: src/help/help_topic_generators.cpp:640
msgid "Type"
msgstr "Tips"
#: src/help/help_topic_generators.cpp:641
msgid "Special"
msgstr "Paņēmiens"
#: src/help/help_topic_generators.cpp:716
msgid "Resistances"
msgstr "Izturība"
#: src/help/help_topic_generators.cpp:720
msgid "Attack Type"
msgstr "Uzbrukuma tips"
#: src/help/help_topic_generators.cpp:721
msgid "Resistance"
msgstr "Izturība"
#: src/help/help_topic_generators.cpp:751
#, fuzzy
#| msgid "Terrain Modifiers"
msgid "Terrain Modifiers"
msgstr "Apvidus modifikatori"
#: src/help/help_topic_generators.cpp:755
msgid "Terrain"
msgstr "Apvidus"
#: src/help/help_topic_generators.cpp:756
msgid "Defense"
msgstr "Aizsardzība"
#: src/help/help_topic_generators.cpp:757
msgid "Movement Cost"
msgstr "Pārvietošanās izmaksas"
#: src/help/help_topic_generators.cpp:761
#, fuzzy
#| msgid "Defense"
msgid "Defense Cap"
msgstr "Aizsardzība"
#: src/help/help_topic_generators.cpp:766
msgid "Vision Cost"
msgstr "Vīzijas cena"
#: src/help/help_topic_generators.cpp:770
msgid "Jamming Cost"
msgstr "Traucējuma cena"
#~ msgid ""
#~ "A virtually impassable barrier between the <ref>dst='arkan_thoria' "
#~ "text='river'</ref> country and the <ref>dst='far_north' text='Northern "
#~ "Plains'</ref>."
#~ msgstr ""
#~ "Praktiski nepārejams šķērslis starp <ref>dst='arkan_thoria' text='upes'</"
#~ "ref> zemi un <ref>dst='far_north' text='Ziemeļu līdzenumiem'</ref>."
#, fuzzy
#~| msgid "first strike"
#~ msgid "first verse"
#~ msgstr "pirmais trieciens"
#, fuzzy
#~| msgid "Second Dusk"
#~ msgid "second verse"
#~ msgstr "Otrā krēsla"
#, fuzzy
#~| msgid ""
#~| "This unit can lead our own units that are next to it, making them fight "
#~| "better.\n"
#~| "\n"
#~| "Adjacent own units of lower level will do more damage in battle. When a "
#~| "unit adjacent to, of a lower level than, and on the same side as a unit "
#~| "with Leadership engages in combat, its attacks do 25% more damage times "
#~| "the difference in their levels."
#~ msgid ""
#~ "This unit can lead your own units that are next to it, making them fight "
#~ "better.\n"
#~ "\n"
#~ "Adjacent own units of lower level will do more damage in battle. When a "
#~ "unit adjacent to, of a lower level than, and on the same side as a unit "
#~ "with Leadership engages in combat, its attacks do 25% more damage times "
#~ "the difference in their levels."
#~ msgstr ""
#~ "Šī vienība spēj vadīt vienības, kas tai ir blakus, motivējot tām cīnīties "
#~ "labāk.\n"
#~ "\n"
#~ "Blakus esošās mūsu vienības ar zemāku līmeni nodarīs lielākus bojājumus "
#~ "cīņā. Kad vienībai ar mazāku līmeni blakus stāv vadītājs tās uzbrukumi "
#~ "nodara par 25% lielākus bojājumus."
#~ msgid "The Battle for Wesnoth Help"
#~ msgstr "Kaujas par Vesnotu palīdzība"
#, fuzzy
#~| msgid " green if it hasnt moved this turn,"
#~ msgid "• <bold>text='Green'</bold> if it hasnt moved this turn."
#~ msgstr " zaļa, ja vienība gājienā nav pārvietojusies,"
#, fuzzy
#~| msgid " yellow if it has moved, but could still move further or attack, or"
#~ msgid ""
#~ "• <bold>text='Yellow'</bold> if it has moved, but could still move "
#~ "further or attack."
#~ msgstr ""
#~ " dzeltena, ja vienība pārvietojusies, bet varētu pārvietoties tālāk, vai "
#~ "uzbrukt,"
#~ msgid "Orbs"
#~ msgstr "Lodes"
#~ 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 ""
#~ "Virs katras tavas vienības veselības stabiņa atrodas lode. Tavā kontrolē "
#~ "esošajām vienībām tā ir:"
#, fuzzy
#~| msgid ""
#~| " black if it can no longer move or attack, or the user ended the units "
#~| "turn."
#~ msgid ""
#~ " red if it can no longer move or attack, or the user ended the units "
#~ "turn."
#~ msgstr ""
#~ " melna, ja vienība vairs nevar pārvietoties un uzbrukt, vai arī esi "
#~ "beidzis vienības gājienu,"
#~ msgid " blue if the unit is an ally you do not control."
#~ msgstr " zila, ja vienība ir sabiedrotais, kuru tu nekontrolē."
#, fuzzy
#~| msgid " Enemy units have a red orb on top of their energy bar."
#~ msgid " Enemy units have no orb on top of their energy bar."
#~ msgstr " Pretinieku vienībām virs veselības stabiņa ir sarkana lode."
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "Set or toggle player on side between human and AI player. The player/"
#~| "client who controls that side needs to issue this command. If no second "
#~| "parameter is supplied, toggle bewteen human and AI. If it is on, set "
#~| "an AI controller. If it is off set a human controller. Defaults to the "
#~| "currently active side if no parameter is supplied.\n"
#~| "\n"
#~ msgid ""
#~ "\n"
#~ "Set or toggle player on side between human and AI player. The player/"
#~ "client who controls that side needs to issue this command. If no second "
#~ "parameter is supplied, toggle between human and AI. If it is on, set an "
#~ "AI controller. If it is off set a human controller. Defaults to the "
#~ "currently active side if no parameter is supplied.\n"
#~ "\n"
#~ msgstr ""
#~ "\n"
#~ "Iestatīt vai pārslēgt spēlētāju starp cilvēku un datora spēlētāju. "
#~ "Spēlētājam/klientam, kurš kontrolē to pusi, jāpalaiž šī komanda. Ja "
#~ "netiek dots otrais parametrs, tad pārslēdz starp cilvēku un datoru. Ja "
#~ "tas ir 'ieslēgts', iestata datora kontroli. Ja tas ir 'izslēgts', tad "
#~ "iestata cilvēka kontroli. Pēc noklusējuma dabojas uz pašreiz aktīvo pusi, "
#~ "ja netiek dots neviens parametrs.\n"
#~ "\n"
#, fuzzy
#~| 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."
#~ 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 ""
#~ "Salīdzinājumā ar cilvēkiem elfi ir nedaudz garāki, kustīgāki, bet mazāk "
#~ "plecīgi. Tiem ir mazliet spicas ausis, bāla āda un neparasti blondi mati. "
#~ "Īpaši izteikta atšķirība starp elfiem un cilvēkiem ir elfu neparasti "
#~ "garais mūžs — vairums, ja vien neiet bojā slimības, negadījuma vai kara "
#~ "dēļ, nodzīvo pilnus divus ar pusi gadsimtus. Lai gan zināmi daži elfi ar "
#~ "īpaši lielu piemērotību maģijai, kuri nodzīvojuši vēl papildus veselu "
#~ "gadsimtu, lielākā daļa elfu kļūst fiziski vāji kaut kur starp 250 un 300 "
#~ "gadu vecumu un ātri (parasti gada vai divu laikā) aiziet viņsaulē.\n"
#~ "\n"
#~ "Elfi no dabas nes sevī maģiju. Lai gan lielākā daļa no viņiem nespēj to "
#~ "izmantot tieši, tās snaudošā klātbūtne dod viņiem asās maņas un garo "
#~ "mūžu. Daudziem elfiem ir maģijas veicināti talanti, piemēram, mērķī "
#~ "šaušana vai maskēšanās, kas tiem ļauj paveikt uzdevumus, kurus lielākā "
#~ "daļa parasto radījumu uzskatītu par satriecošiem. Tie elfi, kuri iemācās "
#~ "izmantot šo spēku vispārīgākos veidos, spēj kļūt patiesi ievērojami tā "
#~ "izmantošanā. Daudzi izvēlas izmantot savu dāvanu, lai dziedētu citus.\n"
#~ "\n"
#~ "Daži elfi, kuri aizklīduši tālu pa maģijas un misticisma ceļu, kļūst "
#~ "jutīgi pret aukstās dzelzs klātbūtni un pat var apdedzināties ar to. Elfu "
#~ "leģendas vēsta, ka tas bija daudz biežāk sastopams tālā senatnē.\n"
#~ "\n"
#~ "Lielu daļu sava laika elfi velta savu spēju izkopšanai un pilnveidošanai. "
#~ "Tie, kuri nav piemēroti maģiskajām mākslām, parasti velta savu laiku "
#~ "pilnveidojot savas fiziskās spējas. Tā rezultātā elfi izceļas lokšaušanā, "
#~ "kas ir iespējams to visnozīmīgākā kaujas metode. Vairums elfu kareivju "
#~ "nes līdzi loku un neviena cita suga nespēj sacensties ar to lokšāvējiem "
#~ "ātrumā un precizitātē. Visiem elfiem arī raksturīga pieķeršanās neskartai "
#~ "dabai. Tie bieži jūtas neērti atklātās, neiazaugušās vietās. Tie dzīvo "
#~ "pārsvarā Dižā kontinenta mežos; Eitenvudā dienvidrietumos, Vesmērē "
#~ "ziemeļrietumos un dižajos ziemeļu mežos, no kuriem Lintanira mežs ir "
#~ "galējā dienvidu daļa.\n"
#~ "\n"
#~ "Elfi ir kontinenta vecākā suga, ar iespējamu izņēmumu — troļļiem. Daudzām "
#~ "to apmetnēm vecums nav skaidri nosakāms, nešaubīgi pastāvējušas ilgāk par "
#~ "tūkstots gadiem."
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ " option at the title screen.\n"
#~ "\n"
#~ "<header>text='What you get'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Iespējamība trāpīt'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Pure Map Mode'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<header>text='Scenario Mode'</header>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Cores</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid "race^Orc"
#~ msgid "race^Roc"
#~ msgstr "Orks"
#, fuzzy
#~| msgid "race+female^Orc"
#~ msgid "race+female^Roc"
#~ msgstr "Orkiete"
#, fuzzy
#~| msgid "race^Orcs"
#~ msgid "race^Rocs"
#~ msgstr "Orki"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Multiplayer Modifications'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Multiplayer Modifications</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Daudzspēlētāju modifikācijas'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Pure Map Mode</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Scenario Mode</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid "Fundamentals of Gameplay"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Fundamentals of Gameplay</big>\n"
#~ "\n"
#~ msgstr "Spēles pamati"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Chance to Hit'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Chance to Hit</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Iespējamība trāpīt'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Basic Terrain Types</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Mixed Terrain Types</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Defense Caps</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Creator Resources'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Basic Terrain Types</big>\n"
#~ "\n"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Resursi veidotājiem'</header>"
#, fuzzy
#~| msgid ""
#~| "\n"
#~| "\n"
#~| "<header>text='Campaigns and Scenarios'</header>"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<big>Campaigns and Scenarios</big>"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<header>text='Kampaņas un Scenāriji'</header>"
#~ msgid "race^Mermen"
#~ msgstr "Nāras"
#~ msgid "This race does not have a description yet."
#~ msgstr "Šai rasei vēl nav apraksta."
#~ msgid "ingame_help_item^Contributors"
#~ msgstr "Veidotāji"
#~ msgid "race^Khalifate Human"
#~ msgstr "Kalifāta Vīrietis"
#~ msgid "race+female^Khalifate Human"
#~ msgstr "Kalifāta Sieviete"
#~ msgid "race+plural^Khalifate"
#~ msgstr "Kalifāti"
#~ msgid "female^nightstalk"
#~ msgstr "nakts ložņa"
#~ msgid ""
#~ "When a unit is killed by a Plague attack, that unit is replaced with a "
#~ "unit identical to and on the same side as the unit with the Plague "
#~ "attack. This doesnt work on Undead or units in villages."
#~ msgstr ""
#~ "Kad vienību nogalina sērga, tā tiek aizstāta ar identisku vienību, kas ir "
#~ "uzbrucēja pusē. Tas nestrādā uz nedzīvajiem un vienībām ciemos."
#~ msgid "Intelligent"
#~ msgstr "Inteliģence"
#~ msgid "Quick"
#~ msgstr "Ātrums"
#~ msgid "Resilient"
#~ msgstr "Izturība"
#~ msgid "Strong"
#~ msgstr "Spēks"
#~ msgid "Fearless"
#~ msgstr "Bezbailība"
#~ msgid "Feral"
#~ msgstr "Savvaļa"
#~ msgid "Loyal"
#~ msgstr "Lojalitāte"
#~ msgid "trait^Undead"
#~ msgstr "Nedzīvs"
#~ msgid "trait^Mechanical"
#~ msgstr "Mehānika"
#~ msgid "trait^Elemental"
#~ msgstr "Pirmatnēja"
#~ msgid "Dextrous"
#~ msgstr "Veiklība"
#~ msgid "Healthy"
#~ msgstr "Veselība"
#~ msgid "Dim"
#~ msgstr "Blāvums"
#~ msgid "Slow"
#~ msgstr "Gausums"
#~ msgid "Weak"
#~ msgstr "Vājums"
#~ msgid "trait^Aged"
#~ msgstr "Vecums"
#, fuzzy
#~| msgid ""
#~| "In combat, your units will inevitably take damage. When a unit "
#~| "<ref>dst='experience_and_advancement' text='advances'</ref>, it will "
#~| "heal fully. This can happen as you finish fighting an enemy, whether it "
#~| "is your turn or not. Wesnoth offers several other ways for your units to "
#~| "heal, all of which take place at the beginning of your turn, before you "
#~| "take action."
#~ msgid ""
#~ "In combat, your units will inevitably take damage. When a unit "
#~ "<ref>dst='advancement' text='advances'</ref>, it will heal fully. This "
#~ "can happen as you finish fighting an enemy, whether it is your turn or "
#~ "not. Wesnoth offers several other ways for your units to heal, all of "
#~ "which take place at the beginning of your turn, before you take action."
#~ msgstr ""
#~ "Tavas vienības kaujā neizbēgami saņem bojājumus. Kad cīnītājs "
#~ "<ref>dst='experience_and_advancement' text='pāriet nākamajā līmenī'</"
#~ "ref>, tas tiek dziedēts pilnībā. Piemēram tas var notikt, kad beidz "
#~ "cīnīties ar ienaidnieku, neatkarīgi no tā vai tas ir tavs gājiens, vai "
#~ "nē. <italic>text='Kauja par Vesnotu'</italic> piedāvā vairākus citus "
#~ "ceļus, kā vienības var tikt ārstētas, bet tas notiek tikai tava gājiena "
#~ "sākumā."
#~ msgid ""
#~ "One of the variant forms of the drake: either be a <ref>dst='unit_Drake "
#~ "Clasher' text='Clasher'</ref> or a <ref>dst='unit_Drake Fighter' "
#~ "text='Drake Fighter'</ref>."
#~ msgstr ""
#~ "Viena no dreiku formām: vai nu <ref>dst='unit_Drake Clasher' "
#~ "text='Zvetētājs'</ref> vai <ref>dst='unit_Drake Fighter' text='Dreiku "
#~ "cīnītājs'</ref>."
#~ msgid "Aerie"
#~ msgstr "Ligzda"
#~ msgid ""
#~ "A very large castle-like structure that is home to a <ref>dst='flight' "
#~ "text='flight'</ref>. It contains the <ref>dst='breeding_pen' "
#~ "text='breeding pens'</ref>."
#~ msgstr ""
#~ "Ļoti liela, pilij līdzīga struktūra, kas ir mājas <ref>dst='flight' "
#~ "text='lidoņu baram'</ref>. Tā satur <ref>dst='breeding_pen' "
#~ "text='vairošanās aplokus'</ref>."
#~ msgid "Breeding Pen"
#~ msgstr "Audzēšanas aploks"
#~ msgid ""
#~ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the "
#~ "nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the "
#~ "<ref>dst='dominant' text='Dominant'</ref>s eye."
#~ msgstr ""
#~ "<ref>dst='aerie' text='Ligzdas'</ref> daļa, kurā nesaprātīgās "
#~ "<ref>dst='breeder' text='vairotājas'</ref> ir zem <ref>dst='dominant' "
#~ "text='Dominanta'</ref> pieskata."
#~ msgid "Breeding Cycle"
#~ msgstr "Vairošanās cikls"
#~ msgid ""
#~ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to "
#~ "the next."
#~ msgstr ""
#~ "Laiks, kas paiet no vienas <ref>dst=egg text='olu'</ref> dēšanas līdz "
#~ "nākamajai."
#~ msgid "World Ocean"
#~ msgstr "Pasaules okeāns"
#~ msgid ""
#~ "The World Ocean is the name of the open seas that surround the "
#~ "archipelago of <ref>dst='morogor' text='Morogor'</ref>. The drakes "
#~ "believe it to end at the <ref>dst='abyss' text='Abyss'</ref>, a vast and "
#~ "deadly waterfall."
#~ msgstr ""
#~ "Pasaules okeāns ir nosaukums daudzajām jūrām, kas ieskauj "
#~ "<ref>dst='morogor' text='Morogora'</ref> arhipelāgu. Dreiki tic, ka tas "
#~ "beidzas ar <ref>dst='abyss' text='Bezdibeni'</ref> — plašu un nāvējošu "
#~ "ūdenskritumu."
#~ msgid "New Continent"
#~ msgstr "Jaunais kontinents"
#~ msgid ""
#~ "The great continent to the east of <ref>dst='morogor' text='Morogor'</"
#~ "ref>. Its existence is unknown to the drakes until the flight of Galun."
#~ msgstr ""
#~ "Dižais kontinents austrumos no <ref>dst='morogor' text='Morogoras'</ref>. "
#~ "Dreiki par tā esamību neko nezin, tikai līdz Galuna lidojuma robežām."
#~ msgid "Abyss"
#~ msgstr "Bezdibenis"
#~ msgid ""
#~ "In the cosmology of the Drakes, a vast and deadly waterfall where the "
#~ "ocean falls off the world-disc."
#~ msgstr ""
#~ "Dreiku kosmoloģijā tas ir plašs un nāvējošs ūdenskritums, kur okeāns krīt "
#~ "no pasaules diska."
#~ msgid "Spiral Path"
#~ msgstr "Spirāles ceļš"
#~ msgid ""
#~ "A quasi-secret organization among the drakes devoted to avoiding a "
#~ "Malthusian final war. See also <ref>dst='straight_path' text='Straight "
#~ "Path'</ref>"
#~ msgstr ""
#~ "Pusslepena dreiku organizācija, kuras mērķis ir novērst pēdējo "
#~ "Maltuziānas karu. Sk. arī <ref>dst='straight_path' text='Taisnais ceļš'</"
#~ "ref>."
#~ msgid "Straight Path"
#~ msgstr "Taisns ceļš"
#~ msgid ""
#~ "The drakish tradition of perpetual expansion and conquest. This term is "
#~ "mostly used by the members of the <ref>dst='spiral_path' text='Spiral "
#~ "Path'</ref>."
#~ msgstr ""
#~ "Dreiku tradīcija mūžīgi izplesties un iekarot. Šo terminu pārsvarā lieto "
#~ "<ref>dst='spiral_path' text='Spirāles ceļa'</ref> biedri."
#~ msgid "Dominant"
#~ msgstr "Dominants"
#~ msgid ""
#~ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake "
#~ "leader, the only drake in the tribe that is allowed to reproduce with the "
#~ "<ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding "
#~ "privileges on others."
#~ msgstr ""
#~ "<ref>dst='aspirant' text='Kandidāts'</ref>, kurš kļūst par dreiku vadoni, "
#~ "vienīgais cilts dreiks, kuram ir ļauts pāroties ar <ref>dst='breeder' "
#~ "text='vairotājām'</ref>. Retos gadījumos viņš var dot citiem pārošanās "
#~ "tiesības."
#~ msgid "Vulcaniad"
#~ msgstr "Vulkaniāda"
#~ msgid ""
#~ "The (irregular) period between consecutive eruptions of "
#~ "<ref>dst='mount_morogor' text='Mount Morogor'</ref>. The "
#~ "<ref>dst='long_count' text='Long Count'</ref> calendar is based upon it."
#~ msgstr ""
#~ "Neregulārie periodi starp sekojošiem <ref>dst='mount_morogor' "
#~ "text='Morogora kalna'</ref> izvidumiem. <ref>dst='long_count' text='Garā "
#~ "skaita'</ref> kalendārs ir veidots uz tiem."
#~ msgid "Recorder"
#~ msgstr "Rakstnieks"
#~ msgid ""
#~ "A Recorder is a Drakish scrollkeeper who has mastered the drakish "
#~ "<ref>dst='drakish_script' text='script'</ref>. The recorders are the only "
#~ "<ref>dst='caste' text='caste'</ref> of Drake not determined by biology: "
#~ "they recruit their members from all of the other castes."
#~ msgstr ""
#~ "Rakstnieks ir dreiku grāmatnieks, kurš ir apguvis dreiku "
#~ "<ref>dst='drakish_script' text='rakstību'</ref>. Rakstnieki ir vienīgā "
#~ "dreiku <ref>dst='caste' text='kasta'</ref>, kuru nenosaka bioloģija: viņi "
#~ "iegūst biedrus no visām pārējām kastām."
#~ msgid "Laying"
#~ msgstr "Dēšana"
#~ msgid ""
#~ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
#~ msgstr "Daļa no <ref>dst='breeding_cycle' text='vairošanās cikla'</ref>."
#~ msgid "Hatching"
#~ msgstr "Šķilšanās"
#~ msgid "Hatchling"
#~ msgstr "Mazulis"
#~ msgid ""
#~ "A young drake that has not yet seen another generation hatch. The younger "
#~ "of the current generation of hatchlings are the most aggressive is the "
#~ "behavior of the <ref>dst='flight' text='flight'</ref>."
#~ msgstr ""
#~ "Izšķiļas jauns dreiks, kurš vēl nav redzējis citu paaudzi. Jo jaunāki ir "
#~ "esošās paaudzes mazuļi, jo agresīvāka ir <ref>dst='flight' text='bara'</"
#~ "ref> uzvedība."
#~ msgid "Fledgling"
#~ msgstr "Bērns"
#~ msgid ""
#~ "A young drake that has seen another generation hatch. If the "
#~ "<ref>dst='flight' text='flight'</ref> can afford the loss of a generation "
#~ "they start the <ref>dst='swarming' text='Swarming'</ref>."
#~ msgstr ""
#~ "Izšķiļas jauns dreiks, kurš ir redzējis citu paaudzi. Ja "
#~ "<ref>dst='flight' text='bars'</ref> var atļauties paaudzes zaudēšanu, tas "
#~ "sāk <ref>dst='swarming' text='spietot'</ref>."
#~ msgid "Breeder"
#~ msgstr "Vairotāja"
#~ msgid ""
#~ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> "
#~ "that become breeders have to be handled with extra care. The number of "
#~ "breeders is also limited by the amounts of non-breeders around, since "
#~ "breeders can't take care of their food for themselves when laying. Drake "
#~ "breeders become fertile after the next <ref>dst='hatching' "
#~ "text='hatching'</ref>."
#~ msgstr ""
#~ "Sieviešu dzimtas dreiks. Viņas ir retums, jo <ref>dst='egg' text='olas'</"
#~ "ref>, kuras kļūst par vairotājām prasa īpašu uzmanību. Tā pat vairotājas "
#~ "skaits ir ierobežots un atkarīgs no apkārt esošo tēviņu skaita, jo "
#~ "vairotājas nespēj sagādāt sev barību perēšanas laikā. Dreiku vairotājas "
#~ "kļūst auglīgas pēc <ref>dst='hatching' text='izšķilšanās'</ref>."
#~ msgid "Egg, Drake"
#~ msgstr "Dreika ola"
#~ msgid ""
#~ "The <ref>dst=caste text='caste'</ref> the <ref>dst='hatchling' "
#~ "text='Hatchling'</ref> will belongs to is determined by the time it is "
#~ "laid and to some extent the ambient temperature."
#~ msgstr ""
#~ "<ref>dst='hatchling' text='Mazuļu'</ref> piederību <ref>dst=caste "
#~ "text='kastai'</ref> nosaka dēšanas laiks un zināmā mērā arī vidējā "
#~ "temperatūra."
#~ msgid "Flight"
#~ msgstr "Lidoņu bars"
#~ msgid ""
#~ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, "
#~ "controlling a hunting range. Each tribe has one <ref>dst='dominant' "
#~ "text='Dominant'</ref>, who confers mating privileges."
#~ msgstr ""
#~ "Dreiku cilts dzīvo <ref>dst='aerie' text='ligzdā'</ref>, pārvaldot medību "
#~ "teritoriju. Katrai ciltij ir viens <ref>dst='dominant' text='Dominants'</"
#~ "ref>, kuram ir pārošanās privilēģijas."
#~ msgid "Aspirant"
#~ msgstr "Aspirants"
#~ msgid ""
#~ "Male drake that has passed through a hormonal metamorphosis that makes "
#~ "him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The "
#~ "secretion of the hormone is caused by hunt and combat actions in which "
#~ "the drake is involved."
#~ msgstr ""
#~ "Dreiku tēviņš, kurš ir izgājis cauri hormonālai metamorfozei, kas padara "
#~ "to spējīgu pāroties ar <ref>dst='breeder' text='vairotājām'</ref>. "
#~ "Nobriešana notiek pateicoties hormoniem kas izdalās cīņu un medību laikā."
#~ msgid "Ascendant"
#~ msgstr "Sencis"
#~ msgid ""
#~ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
#~ msgstr ""
#~ "Dreiku vārds īstenam <ref>dst='unit_Fire Dragon' text='pūķim'</ref>."
#~ msgid "Intendant"
#~ msgstr "Intendants"
#~ msgid ""
#~ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a "
#~ "<ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of "
#~ "each <ref>dst=caste text='caste'</ref> other than his own. Additional "
#~ "'Intendants' are sometimes designated for special duties. Intendants are "
#~ "likeliest to be granted mating privileges, especially after a notable "
#~ "service."
#~ msgstr ""
#~ "Viens no <ref>dst='dominant' text='Dominanta'</ref> <ref>dst='aspirant' "
#~ "text='pretendentu'</ref> leitnantiem. Tradicionāli viņam ir viens no "
#~ "katras <ref>dst=caste text='kastas'</ref>, ja neskaita viņa paša. Turklāt "
#~ "dažreiz īpašiem uzdevumiem tiek iecelti 'intendanti'. Tiem ir vislielākā "
#~ "iespējamība tikt pie pārošanās tiesībām, īpaši pēc uzticīgas kalpošanas."
#~ msgid "Swarm"
#~ msgstr "Spiets"
#~ msgid ""
#~ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the "
#~ "<ref>dst='aerie' text='aerie'</ref> to found a new one."
#~ msgstr ""
#~ "<ref>dst='swarmlings' text='Spietotāji'</ref>, kas pametuši "
#~ "<ref>dst='aerie' text='ligzdu'</ref>, lai veidotu jaunu."
#~ msgid "Swarming"
#~ msgstr "Spietošana"
#~ msgid ""
#~ " The <ref>dst='flight' text='flight'</ref> for a new drake "
#~ "<ref>dst='aerie' text='aerie'</ref> that recurs every "
#~ "<ref>dst='breeding_cycle' text='breeding cycle'</ref>. See "
#~ "<ref>dst='swarm' text='Swarm'</ref>"
#~ msgstr ""
#~ " <ref>dst='flight' text='Lidojums'</ref> jaunai dreiku <ref>dst='aerie' "
#~ "text='ligzdai'</ref>, kas atkārtojas katrā <ref>dst='breeding_cycle' "
#~ "text='vairošanās ciklā'</ref>. Sk. <ref>dst='swarm' text='spiets'</ref>"
#~ msgid "Runners"
#~ msgstr "Skrējēji"
#~ msgid "Drakish term for escaped slaves hunted as game."
#~ msgstr "Dreiku vārds izbēgušiem vergiem, kurus medī kā spēlē."
#~ msgid "Mount Morogor"
#~ msgstr "Morogora kalns"
#~ msgid ""
#~ "Volcanic mountain on the central island of the archipelago "
#~ "<ref>dst='morogor' text='Morogor'</ref>."
#~ msgstr ""
#~ "Vulkānisks kalns <ref>dst='morogor' text='Morogora'</ref> arhipelāga "
#~ "centrālajā salā."
#~ msgid "Long Count"
#~ msgstr "Garais skaits"
#~ msgid ""
#~ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> "
#~ "and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
#~ msgstr ""
#~ "Dreiku kalendārs, kas veidots uz <ref>dst='vulcaniad' text='vulkaniāda'</"
#~ "ref> un <ref>dst=breeding_cycle text='vairošanās cikla'</ref> pamata."
#~ msgid "Long Pig"
#~ msgstr "Garā cūka"
#~ msgid ""
#~ "South Seas pidgin for human meat, used to translate a Drakish word with "
#~ "the same meaning."
#~ msgstr ""
#~ "Dienvidu jūru dialekta nosaukums cilvēku gaļai, izmantots arī, lai "
#~ "tulkotu dreiku valodas vārdu ar tādu pašu nozīmi."
#~ msgid "Ceramics"
#~ msgstr "Keramika"
#~ msgid ""
#~ "The drakes work metal, but are are masters in the craftsmanship of making "
#~ "ceramics. Only the <ref>dst='unit_Drake Burner' text='burners'</ref> can "
#~ "generate the amount of heat to cure the pieces to full strength."
#~ msgstr ""
#~ "Dreiki apstrādā metālu, bet tie ir prasmīgi keramikas darbos. Tikai "
#~ "<ref>dst='unit_Drake Burner' text='dedzinātāji'</ref> spēj ģenerēt "
#~ "pietiekamu karstumu, lai sakausētu gabalus pilnībā."
#~ msgid "Drakish, script"
#~ msgstr "Dreiku rakstība"
#~ msgid ""
#~ "The scripted language of the drakes. Stored on <ref>dst='ceramic' "
#~ "text='ceramic'</ref> tablets by members of the <ref>dst='recorder' "
#~ "text='Recorder'</ref> vocation."
#~ msgstr ""
#~ "Dreiku valodas rakstība. <ref>dst='recorder' text='Rakstnieku'</ref> "
#~ "aroda pārstāvji to glabā uz <ref>dst='ceramic' text='māla'</ref> plāksnēm."
#~ msgid "Drakish, language"
#~ msgstr "Dreiku valoda"
#~ msgid "The language spoken by the drakes."
#~ msgstr "Valoda, kurā runā dreiki."
#~ msgid "Factions"
#~ msgstr "Frakcijas"
#~ msgid "Overview"
#~ msgstr "Pārskats"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "To begin with, its best to click the <bold>text='Tutorial'</bold> button "
#~ "at the main menu. This will take you to the interactive tutorial, which "
#~ "will teach you the basics of Wesnoth. After this, it is recommended that "
#~ "you play the Heir to the Throne campaign first — click "
#~ "<bold>text='Campaign'</bold> then <italic>text='Heir to the Throne'</"
#~ "italic>. As <italic>text='Battle for Wesnoth'</italic> can be quite "
#~ "challenging, you may wish to start on easy."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Vislabāk spēles pamatus iespējams apgūt izmantojot <bold>text='Apmācību'</"
#~ "bold>, kas pieejama no galvenās izvēlnes. Tā ir interaktīva apmācība, "
#~ "kas tevi iepazīstinās ar Vesnotas pamatiem. Pēc tam ieteicams spēlēt "
#~ "kampaņu \"Troņa mantinieks\" — galvenajā izvēlnē izvēlies "
#~ "<bold>text='Kampaņa'</bold> pēc tam <italic>text='Troņa mantinieks'</"
#~ "italic>. Tā kā <italic>text='Kauja par Vesnotu'</italic> var būt diezgan "
#~ "izaicinoša, iespējams gribēsi sākt ar vieglo grūtības pakāpi."
#~ msgid ""
#~ "These pages outline all you need to know to play <italic>text='Battle for "
#~ "Wesnoth'</italic>. They cover how to play and the basic mechanics behind "
#~ "the game. As you play the game, new information is added to these pages "
#~ "as you come across new aspects of the game. For more detailed information "
#~ "on special situations and exceptions, please follow the links included."
#~ msgstr ""
#~ "Šīs lapas satur visu, ko nepieciešams zināt, lai spēlētu "
#~ "<italic>text='Kauja par Vesnotu'</italic>, tai skaitā — kā spēlēt, un "
#~ "pamata spēles mehāniku. Spēlējot tās tiks papildinātas ar jaunu "
#~ "informāciju, kad saskarsies ar jauniem spēles elementiem. Detalizētāku "
#~ "situāciju un izņēmumu aprakstiem lūdzu seko iekļautajās saitēs."
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Campaigns'</italic> consist of multiple scenarios that "
#~ "follow on from each other, telling a story. In a campaign, you often need "
#~ "to play more carefully, preserving your best troops so that they can be "
#~ "used again in later scenarios in the campaign."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Kampaņas'</italic> sastāv no vairākiem scenārijiem, kuri "
#~ "seko cits citam, veidojot kopēju stāstu. Kampaņa bieži jāspēlē uzmanīgāk, "
#~ "saglabājot savus labākos kareivjus tā, lai tos varētu likt lietā "
#~ "nākamajās misijās."
#~ msgid ""
#~ "The game takes place over a series of battles, called "
#~ "<italic>text='scenarios'</italic>. Each scenario pits your troops against "
#~ "the troops of one or more adversaries. You can play against the computer, "
#~ "or with friends who each take turns sitting at the computer (hotseat "
#~ "play). If your computer is connected to a computer network, you can also "
#~ "play against other people connected to that network. If your computer has "
#~ "a connection to the Internet, you can play against other people across "
#~ "the Internet."
#~ msgstr ""
#~ "Spēles darbība norisinās kauju virknē, kuras sauc par "
#~ "<italic>text='scenārijiem'</italic>. Katrā scenārijā tavi kareivji cīnās "
#~ "pret viena vai vairāku pretinieku kareivjiem. Vari spēlēt pret datoru, "
#~ "vai ar draugiem. Katrs no draugiem pēc kārtas sēžas pie datora (karstā "
#~ "krēsla spēle). Ja tavs dators ir pievienots lokālam tīklam, vari spēlēt "
#~ "arī ar citiem cilvēkiem tīklā. Ja datoram ir interneta pieslēgums, vari "
#~ "spēlēt ar citiem cilvēkiem internetā."
#~ msgid "Experience and Advancement"
#~ msgstr "Pieredze un attīstība"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "Other traits that may be assigned to units are <ref>dst='traits_dextrous' "
#~ "text='dextrous'</ref>, <ref>dst='traits_loyal' text='loyal'</ref>, and "
#~ "<ref>dst='traits_undead' text='undead'</ref>.\n"
#~ "\n"
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "Vēl vienībām var tikt piešķirtas šādas iezīmes: "
#~ "<ref>dst='traits_dextrous' text='veiklums'</ref>, <ref>dst='traits_loyal' "
#~ "text='lojalitāte'</ref> un <ref>dst='traits_undead' text='nedzīvais'</"
#~ "ref>.\n"
#~ "\n"
#~ msgid ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Healthy'</italic> units have 1 HP plus 1 HP per level more "
#~ "than usual and rest heal the usual 2 HP after each turn they did not "
#~ "fight. They also suffer a quarter less damage from poison."
#~ msgstr ""
#~ "\n"
#~ "\n"
#~ "<italic>text='Veselīgām'</italic> vienībām ir par 1 VP un vēl par 1 VP "
#~ "par katru līmeni vairāk kā parasti, un atpūtas dziedēšana 2 VP pēc katra "
#~ "gājiena, kurā tie necīnās. Tā pat inde tiem nodara par ceturtdaļu mazākus "
#~ "bojājumus."
#~ msgid "<header>text='Units having this special attack'</header>"
#~ msgstr "<header>text='Vienības ar šo speciālo uzbrukumu'</header>"
#~ msgid "<header>text='Units having this ability'</header>"
#~ msgstr "<header>text='Vienības ar šo spēju'</header>"
#~ msgid "Leaders:"
#~ msgstr "Līderi:"
#~ msgid "Recruits:"
#~ msgstr "Iesauktie:"
#~ msgid "Era:"
#~ msgstr "Ēra:"
#~ msgid "Factions:"
#~ msgstr "Frakcijas:"
#~ msgid "Factions are only used in multiplayer"
#~ msgstr "Frakcijas tiek izmantotas tikai daudzspēlētāju spēlē."
#~ msgid " < Back"
#~ msgstr " < Atpakaļ"
#~ msgid "Forward >"
#~ msgstr "Uz priekšu >"
#~ msgid "Reference to unknown topic: "
#~ msgstr "Atsauce uz nezināmu tematu: "
#~ msgid "corrupted original file"
#~ msgstr "sabojāts oriģinālais fails"
#, fuzzy
#~| msgid ""
#~| "Whether used offensively or defensively, this attack presses the "
#~| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#~| "have occurred."
#~ msgid ""
#~ "Whether used offensively or defensively, this attack presses the "
#~ "engagement until one of the champions is slain, or 30 rounds of attacks "
#~ "have occurred."
#~ msgstr ""
#~ "Gan uzbrūkot, gan aizstāvoties cīnītājs ar dusmās veic līdz 30 sitienu. "
#~ "Parasti šādas saķeršanās beidzas ar to ka kādam ir jāmirst."
#, fuzzy
#~| msgid "first strike"
#~ msgid "true strike"
#~ msgstr "pirmais trieciens"
#, fuzzy
#~| msgid ""
#~| "This attack always has a 70% chance to hit regardless of the defensive "
#~| "ability of the unit being attacked."
#~ msgid ""
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the champion being attacked."
#~ msgstr ""
#~ "Šim uzbrukumam vienmēr ir 70% iespēja trāpīt, nerēķinoties ar pretinieka "
#~ "aizsardzību. "