# #-#-#-#-#  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: http://bugs.wesnoth.org/\n"
"POT-Creation-Date: 2015-04-05 03:22-0300\n"
"PO-Revision-Date: 2011-11-23 16:51+0300\n"
"Last-Translator: Reinis Danne <rei4dan@gmail.com>\n"
"Language-Team: none\n"
"Language: \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-Poedit-Language: Latvian\n"
"X-Poedit-Country: LATVIA\n"

#. [time]: id=underground
#: data/campaigns/Heir_To_The_Throne/utils/httt_utils.cfg:531
#: data/core/macros/schedules.cfg:99
msgid "Underground"
msgstr "Pazeme"

#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:666
#: data/core/macros/abilities.cfg:562
msgid "berserk"
msgstr "cīņasspars"

#. [berserk]: id=berserk
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:668
#: data/core/macros/abilities.cfg:563
#, fuzzy
#| msgid ""
#| "Berserk:\n"
#| "Whether used offensively or defensively, this attack presses the "
#| "engagement until one of the combatants is slain, or 30 rounds of attacks "
#| "have occurred."
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 ""
"Cīņasspars:\n"
"Vienalga vai šis uzbrukums tiek lietots uzbrukumā vai aizsardzībā, cīņa "
"turpināsies līdz viena no vienībām uzvarēs vai tiks veikti 30 uzbrukumi."

#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:677
#: data/core/macros/abilities.cfg:641
msgid "magical"
msgstr "maģija"

#. [chance_to_hit]: id=magical
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:679
#: data/core/macros/abilities.cfg:642
#, fuzzy
#| msgid ""
#| "Magical:\n"
#| "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 unit being attacked."
msgstr ""
"Maģisks:\n"
"Šim uzbrukumam vienmēr ir 70% iespēja trāpīt neatkarīgi no aizsargājošās "
"vienības aizsardzības spējas."

#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:688
#: data/core/macros/abilities.cfg:686
#, fuzzy
#| msgid "firststrike"
msgid "first strike"
msgstr "pirmais sitiens"

#. [firststrike]: id=firststrike
#: data/campaigns/Under_the_Burning_Suns/scenarios/03_Stirring_in_the_Night.cfg:690
#: data/core/macros/abilities.cfg:687
#, fuzzy
#| msgid ""
#| "First Strike:\n"
#| "This unit always strikes first with this attack, even if they are "
#| "defending."
msgid ""
"This unit always strikes first with this attack, even if they are defending."
msgstr ""
"Pirmais sitiens:\n"
"Šī vienība vienmēr iesit pirmā, pat ja tā aizstāvas."

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:16
#: data/core/macros/abilities.cfg:10
msgid "heals +4"
msgstr "dziedē +4"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:17
#: data/core/macros/abilities.cfg:11
msgid "female^heals +4"
msgstr "dziedē +4"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:18
#: data/core/macros/abilities.cfg:12
#, fuzzy
#| msgid ""
#| "Heals +4:\n"
#| "Allows the unit to heal adjacent allied units at the beginning of our "
#| "turn.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 4 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
#| "the care of a village or a unit that can cure."
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 ""
"Dziedē +4:\n"
"Ļauj vienībai dziedēt tai blakus esošās sabiedroto vienības mūsu gājiena "
"sākumā.\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, tai jāmeklē aprūpe "
"ciemā vai pie vienības, kura spēj ārstēt."

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:44
#: data/core/macros/abilities.cfg:29
msgid "heals +8"
msgstr "dziedē"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:45
#: data/core/macros/abilities.cfg:30
msgid "female^heals +8"
msgstr "dziedē +8"

#. [heals]: id=healing
#: data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg:46
#: data/core/macros/abilities.cfg:31
#, fuzzy
#| msgid ""
#| "Heals +8:\n"
#| "This unit combines herbal remedies with magic to heal units more quickly "
#| "than is normally possible on the battlefield.\n"
#| "\n"
#| "A unit cared for by this healer may heal up to 8 HP per turn, or stop "
#| "poison from taking effect for that turn.\n"
#| "A poisoned unit cannot be cured of its poison by a healer, and must seek "
#| "the care of a village or a unit that can cure."
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 ""
"Dziedē +8:\n"
"Šī vienība apvieno augu ārstniecības līdzekļus un maģiju, lai dziedētu "
"vienības ātrāk kā tas parasti iespējams kaujas laukā.\n"
"\n"
"Vienība, par kuru rūpējas šis dziednieks var atveseļoties līdz pat 8 "
"veselības punktiem gājienā, vai apturēt indes ietekmi tajā gājienā.\n"
"Dziednieks nevar izārstēt saindētu vienību no indes, tai jāmeklē aprūpe "
"ciemā vai pie vienības, kura spēj ārstēt."

#. [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
msgid "<ref>dst='..geography' text='Geography'</ref>"
msgstr "<ref>dst='..geography' text='Ģeogrāfija'</ref>"

#. [section]: id=geography
#. [topic]: id=..geography
#: data/core/encyclopedia/geography.cfg:11
#: data/core/encyclopedia/geography.cfg:18
msgid "Geography"
msgstr "Ģeogrāfija"

#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:25
msgid "Arkan-thoria"
msgstr "Arkan-torija"

#. [topic]: id=arkan_thoria
#: data/core/encyclopedia/geography.cfg:26
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_ocean
#: data/core/encyclopedia/geography.cfg:31
msgid "Great Ocean"
msgstr "Dižais okeāns"

#. [topic]: id=great_ocean
#: data/core/encyclopedia/geography.cfg:32
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>."
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=morogor
#: data/core/encyclopedia/geography.cfg:37
msgid "Morogor"
msgstr "Morogora"

#. [topic]: id=morogor
#: data/core/encyclopedia/geography.cfg:38
msgid ""
"Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great "
"Ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and "
"east of the <ref>dst=old_continent text='Old Continent'</ref>.\n"
"It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.\n"
"The central island of the archipelago is also called ‘Morogor’."
msgstr ""
"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=green_isle
#: data/core/encyclopedia/geography.cfg:45
msgid "Green Isle"
msgstr "Zaļā sala"

#. [topic]: id=green_isle
#: data/core/encyclopedia/geography.cfg:46
msgid ""
"A bigger island lying in the <ref>dst='great_ocean' text='Great Ocean'</ref>."
msgstr ""
"Viena no lielākajām <ref>dst='great_ocean' text='Dižā okeāna'</ref> salām."

#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:51
msgid "Old Continent"
msgstr "Vecais kontinents"

#. [topic]: id=old_continent
#: data/core/encyclopedia/geography.cfg:52
msgid ""
"Lies to the west of <ref>dst='morogor' text='Morogor'</ref> across the "
"<ref>dst='great_ocean' text='Great Ocean'</ref>."
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:57
msgid "Great Continent"
msgstr "Dižais kontinents"

#. [topic]: id=great_continent
#: data/core/encyclopedia/geography.cfg:58
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:63
msgid "Irdya"
msgstr "Irduja"

#. [topic]: id=irdya
#: data/core/encyclopedia/geography.cfg:64
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:69
msgid "Kingdom of Wesnoth"
msgstr "Vesnotas karaļvalsts"

#. [topic]: id=kingdom_wesnoth
#: data/core/encyclopedia/geography.cfg:70
msgid ""
"The Kingdom of Wesnoth is located in the north-central portion of the "
"<ref>dst='great_continent' text='Great Continent'</ref>. Most of the "
"mainline campaigns revolve around it. It is bounded on the map by the Great "
"River to the north, the shore of the Great Ocean to the west, the Aethenwood "
"to the <ref>dst='southwest_elven_lands' text='southwest'</ref>, and the "
"Bitter Swamp to the southeast (lower right corner of the main map).\n"
"\n"
"Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. "
"It is bounded to the south (off-map) by dense woods of which the Aethenwood "
"may be considered a northernmost extension.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Weldyn: The capital of Wesnoth.\n"
"          ◦ Aldril: City lying on the Bay of Pearls.\n"
"          ◦ Blackwater Port: City lying south of the Bay of Pearls.\n"
"          ◦ Carcyn: Located between the Grey Woods and the Great River.\n"
"          ◦ Dan’Tonk: Wesnoth’s largest city, located in the center of the "
"country, just west and north of Weldyn.\n"
"          ◦ Soradoc: The northernmost border outpost of Wesnoth, controls "
"the confluence of the Weldyn River and the Great River.\n"
"          ◦ Fort Tahn: The southernmost border outpost, controls the north/"
"south road crossing the River Aethen.\n"
"          ◦ Tath: Important fort city north of Dan’Tonk, exerts control over "
"the wilderness country around the east of the Brown Hills and north to the "
"Ford of Abez.\n"
"\n"
"    • Notable land features:\n"
"          ◦ Gryphon Mountain: Home of the fabled Gryphons\n"
"          ◦ Ford of Abez: Shallow part of the Great River, it is usually "
"controlled by Wesnothian forces\n"
"          ◦ Weldyn River: It branches from the Great River and goes south\n"
"          ◦ Great Central Plain: Area bounded by Weldyn, Dan’Tonk, and Fort "
"Tahn, this plain is Wesnoth’s bread basket and home to most of its "
"population\n"
"          ◦ Dulatus Hills: These rolling hills bordering the Great Central "
"Plain provide much of Wesnoth’s livestock and agriculture\n"
"          ◦ Brown Hills: Wasteland surrounding Gryphon Mountain that is not "
"well-populated and occasionally very dangerous.\n"
"          ◦ Horse Plains: Region of rolling plains just south of the Great "
"River, bounded by Glyn’s Forest to the west and the River Weldyn to the "
"east; the southern reach merges into the Central Plain. Home of the powerful "
"Clans; the best horses in Wesnoth are bred here.\n"
"          ◦ Estmark Hills: Largish range rising south of the Great River and "
"east of the Weldyn River. The northernmost portion, nearest the River "
"Weldyn, has at various times been settled by Wesnothians, but the Kingdom’s "
"control is tenuous at best and banditry is common.\n"
"          ◦ Glyn’s Forest: Sometimes known as the Royal Forest, named for "
"one of Haldric II’s sons\n"
"          ◦ Gray Woods: Large forest in the heart of the wilds of Wesnoth, "
"located between Carcyn and Aldril and generally considered to be haunted\n"
"          ◦ Green Swamp: Large swamp in the heart of the wilds of Wesnoth, "
"south of Aldril. It receives drainage from the Brown Hills and feeds into "
"the Great River. (Not shown on the main map.)"
msgstr ""
"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"
"          ◦ Dan’Tonka: 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 Dan’Tonkas; 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, "
"Dan’Tonka 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:100
msgid "Elensefar"
msgstr "Elensefāra"

#. [topic]: id=elensefar
#: data/core/encyclopedia/geography.cfg:101
msgid ""
"Elensefar is at times a province of <ref>dst='kingdom_wesnoth' "
"text='Wesnoth'</ref>, at times an independent country, and at times in a "
"treaty federation with Wesnoth. Its borders are the Great River to the "
"north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to "
"the south, and the <ref>dst='great_ocean' text='ocean'</ref> to the west. "
"More information is found in the historical narrative of Wesnoth.\n"
"\n"
"    • Notable cities:\n"
"          ◦ Elensefar: The capital, located on an island in the "
"<ref>dst='great_river' text='Great River'</ref> delta\n"
"          ◦ Carcyn: City on the Wesnoth–Elensefar border, disputed with "
"Wesnoth\n"
"    • Notable land features:\n"
"          ◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide "
"at this point, and only ships can cross it."
msgstr ""
"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=northlands
#: data/core/encyclopedia/geography.cfg:112
msgid "Northlands"
msgstr "Ziemeļzemes"

#. [topic]: id=northlands
#: data/core/encyclopedia/geography.cfg:113
#, 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"
#| "          ◦ Romyr: Another Orcish tribal capital\n"
#| "          ◦ Wesmere: The location of the Ka’lian — the Elvish Council\n"
#| "          ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
#| "Knalga in the southern Heart Mountains. A major trade center.\n"
#| "          ◦ Dallben and Delwyn: Human villages originally built by "
#| "settlers who crossed the Great River during Wesnoth’s Golden Age "
#| "expansion. Now abandoned. The forested area northeast of Elensefar, where "
#| "these villages were located, was named the Annuvin province by men but "
#| "was known by the elves as Wesmere.\n"
#| "\n"
#| "    • Notable land features:\n"
#| "          ◦ Heart Mountains: A virtually impassable barrier between the "
#| "river country and the Northern Plains.\n"
#| "          ◦ Heartfangs: the particularly forbidding stretch of high peaks "
#| "southwest of Lake Vrug and north of the Forest of Wesmere. The most "
#| "inhospitable and dangerous portion of the Heart Mountains; only hermits, "
#| "madmen, and mages live there.\n"
#| "          ◦ Swamp of Dread: a very large bog located between the Heart "
#| "Mountains and the Great River. A notoriously dangerous place.\n"
#| "          ◦ Lake Vrug: A large mountain lake whose river carves the only "
#| "pathway through the Northern Mountains\n"
#| "          ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is "
#| "the elvish name; among humans it is called Longlier.\n"
#| "          ◦ River Listra: The south-running tributary of the Great River "
#| "into which the Arkan-thoria empties.\n"
#| "          ◦ Lintanir Forest: The southernmost portion of the Great "
#| "Northern Forest, a gigantic wood whose eastern and northern boundaries "
#| "are known only the elves. Their capitol, Elensiria, has only seldom been "
#| "visited by humans.\n"
#| "          ◦ Great River: The origin of this river is somewhere in the "
#| "east of the northern lands"
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 Ka’lian — the Elvish Council\n"
"          ◦ Dwarven Doors: A mixed human/dwarven town in the region of "
"Knalga in the southern Heart Mountains. A major trade center.\n"
"          ◦ Dallben and Delwyn: Human villages originally built by settlers "
"who crossed the Great River during Wesnoth’s Golden Age expansion. Now "
"abandoned. The forested area northeast of Elensefar, where these villages "
"were located, was named the Annuvin province by men but was known by the "
"elves as Wesmere.\n"
"\n"
"    • Notable land features:\n"
"          ◦ Heart Mountains: A virtually impassable barrier between the "
"river country and the Northern Plains.\n"
"          ◦ Heartfangs: the particularly forbidding stretch of high peaks "
"southwest of Lake Vrug and north of the Forest of Wesmere. The most "
"inhospitable and dangerous portion of the Heart Mountains; only hermits, "
"madmen, and mages live there.\n"
"          ◦ Swamp of Dread: a very large bog located between the Heart "
"Mountains and the Great River. A notoriously dangerous place.\n"
"          ◦ Lake Vrug: A large mountain lake whose river carves the only "
"pathway through the Northern Mountains\n"
"          ◦ Arkan-thoria: The river than comes out of Lake Vrug. This is the "
"elvish name; among humans it is called Longlier.\n"
"          ◦ River Listra: The south-running tributary of the Great River "
"into which the Arkan-thoria empties.\n"
"          ◦ Lintanir Forest: The southernmost portion of the Great Northern "
"Forest, a gigantic wood whose eastern and northern boundaries are known only "
"the elves. Their capitol, Elensiria, has only seldom been visited by "
"humans.\n"
"          ◦ Great River: The origin of this river is somewhere in the east "
"of the northern lands"
msgstr ""
"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: Ka’liana 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:134
msgid "Southwest Elven Lands"
msgstr "Dienvidrietumu elfu zemes"

#. [topic]: id=southwest_elven_lands
#: data/core/encyclopedia/geography.cfg:135
msgid ""
"The Wood Elves are separate from those of the north, and have only "
"intermittent relations with them and most other countries. Its borders are "
"the Green Swamp to the northeast, the desert (not shown) to the south, and "
"the <ref>dst='great_ocean' text='Ocean'</ref> to the west.\n"
"\n"
"    • Notable cities\n"
"          ◦ None known\n"
"    • Notable land features:\n"
"          ◦ Aethen Forest: The largest southern forest, it extends far to "
"the southwest—much farther than is charted—and is home to <ref>dst='.."
"race_elf' text='elves'</ref>."
msgstr ""
"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:145
msgid "Heart Mountains"
msgstr "Sirds kalni"

#. [topic]: id=heart_mountains
#: data/core/encyclopedia/geography.cfg:146
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>."

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:151
msgid "Far North"
msgstr "Tālie ziemeļi"

#. [topic]: id=far_north
#: data/core/encyclopedia/geography.cfg:152
#, 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"
#| "          ◦ Castelfrang\n"
#| "          ◦ Farzi\n"
#| "          ◦ Festog\n"
#| "          ◦ Grisbi\n"
#| "          ◦ Lmarig\n"
#| "          ◦ Melmog\n"
#| "          ◦ Prestim\n"
#| "          ◦ Tirigaz\n"
#| "    • Notable land features:\n"
#| "          ◦ Swamp of Desolation\n"
#| "          ◦ Mountains of Dorth\n"
#| "          ◦ Mountains of Haag\n"
#| "          ◦ Green Forest\n"
#| "          ◦ Silent Forest\n"
#| "          ◦ Forest of Thelien\n"
#| "          ◦ River Oumph\n"
#| "          ◦ River Bork\n"
#| "          ◦ Wild Steppe"
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"
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"

#. [section]: id=introduction
#. [topic]: id=..introduction
#: data/core/help.cfg:10 data/core/help.cfg:85
msgid "Introduction"
msgstr "Ievads"

#. [section]: id=gameplay
#. [topic]: id=..gameplay
#: data/core/help.cfg:16 data/core/help.cfg:136
msgid "Gameplay"
msgstr "Spēles gaita"

#. [section]: id=traits_section
#. [topic]: id=..traits_section
#: data/core/help.cfg:22 data/core/help.cfg:358
msgid "Traits"
msgstr "Iezīmes"

#. [section]: id=units
#. [topic]: id=..units
#: data/core/help.cfg:31 data/core/help.cfg:91
msgid "Units"
msgstr "Vienības"

#. [section]: id=abilities_section
#. [topic]: id=..abilities_section
#: data/core/help.cfg:40 data/core/help.cfg:100
msgid "Abilities"
msgstr "Spējas"

#. [section]: id=weapon_specials
#. [topic]: id=..weapon_specials
#: data/core/help.cfg:48 data/core/help.cfg:109
msgid "Weapon Specials"
msgstr "Ieroču īpašības"

#. #-#-#-#-#  wesnoth-help.wml.pot (PACKAGE VERSION)  #-#-#-#-#
#. [section]: id=factions_section
#: data/core/help.cfg:56 src/help.cpp:1291 src/help.cpp:1293
msgid "Factions"
msgstr "Frakcijas"

#. [section]: id=terrains_section
#. [topic]: id=..terrains_section
#: data/core/help.cfg:63 data/core/help.cfg:492
msgid "Terrains"
msgstr "Apvidi"

#. [section]: id=addons
#. [topic]: id=..addons
#: data/core/help.cfg:71 data/core/help.cfg:500
msgid "Add-ons"
msgstr ""

#. [section]: id=commands
#. [topic]: id=..commands
#: data/core/help.cfg:77 data/core/help.cfg:565
msgid "Commands"
msgstr "Darbības"

#. [topic]: id=..units
#: data/core/help.cfg:92
msgid ""
"This section will list all the units you discover as you explore the world "
"of Wesnoth. When you see a new unit during a campaign or multiplayer "
"scenario it will be added to its race’s subsection; you can then view its "
"page any time you wish. A unit’s page will provide a general description, "
"its statistics, attacks, resistances, and movement and defense values.\n"
"\n"
msgstr ""

#. [topic]: id=..abilities_section
#: data/core/help.cfg:101
#, fuzzy
#| msgid ""
#| "Certain units have abilities that either directly affect other units, or "
#| "have an impact on how the unit interacts with other units. These "
#| "abilities will be listed under this topic as you encounter them.\n"
#| "\n"
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:110
msgid ""
"Some weapons have special features that increase the effectiveness of "
"attacking with them. When you see a new weapon special during a campaign or "
"multiplayer scenario it will be added to this list; you can then view its "
"page any time you wish. Each page will provide a description of what the "
"weapon special does and which (currently discovered) units have it.\n"
"\n"
msgstr ""

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:119
msgid "Unknown Unit"
msgstr "Nezināma vienība"

#. [topic]: id=.unknown_unit
#: data/core/help.cfg:120
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=introduction_topic
#: data/core/help.cfg:127
msgid "Overview"
msgstr "Pārskats"

#. [topic]: id=introduction_topic
#: data/core/help.cfg:128
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."
msgstr ""
"\n"
"\n"
"<italic>text='Cīņa 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='Cīņa 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=fundamentals
#: data/core/help.cfg:142
msgid "Fundamentals of Gameplay"
msgstr "Spēles pamati"

#. [topic]: id=fundamentals
#: data/core/help.cfg:143
msgid ""
"\n"
"\n"
"To begin with, it’s 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='Cīņa par Vesnotu'</italic> var būt diezgan izaicinoša, "
"iespējams gribēsi sākt ar vieglo grūtības pakāpi."

#. [topic]: id=fundamentals
#: data/core/help.cfg:143
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 lapaspuses satur visu, ko nepieciešams zināt, lai spēlētu "
"<italic>text='Kauju par Vesnotu'</italic>, tai skaitā — kā spēlēt un pamata "
"spēles mehāniku. Spēlējot tās tiks papildinātas ar jaunu informāciju, kad "
"saskarsies ar jauniem spēles elementiem. Detalizētākiem īpašu situāciju un "
"izņēmumu aprakstiem lūdzu seko iekļautajām saitēm."

#. [topic]: id=fundamentals
#: data/core/help.cfg:148
msgid ""
"While playing, keep in mind that if you mouse-over many items in the game, "
"such as the information displayed in the status pane, a brief description "
"will be shown explaining each item. This is especially useful when you "
"encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the "
"first time."
msgstr ""
"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=about_game
#: data/core/help.cfg:153
msgid "About the Game"
msgstr "Par spēli"

#. [topic]: id=about_game
#: data/core/help.cfg:154
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 sekojošajos "
"kampaņas scenārijos."

#. [topic]: id=about_game
#: data/core/help.cfg:154
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 virknē kauju, 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 kuriem pēc kārtas sēžas pie datora (karstā krēsla spēle). "
"Ja tavs dators ir pievienots tīklam, vari spēlēt arī ar citiem cilvēkiem "
"tajā tīklā. Ja datoram ir interneta pieslēgums, vari spēlēt ar citiem "
"cilvēkiem internetā."

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:162
msgid "Victory and Defeat"
msgstr "Uzvara un sakāve"

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:163
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 vai (ja esi daudzspēlētāju spēlē) parunāt ar "
"pārējiem spēlētājiem pirms nospiest šo pogu, lai turpinātu spēli."

#. [topic]: id=victory_and_defeat
#: data/core/help.cfg:163
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."
msgstr ""
"Uzmanīgi izlasi <bold>text='Mērķu'</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:172
msgid "Recruiting and Recalling"
msgstr "Iesaukšana un atskaukšana"

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:173
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "If you right-clicked on a castle hex and selected recruit, the new unit "
#| "will appear in that square. Otherwise, it will appear in a free square "
#| "near the keep. You may only recruit as many units as you have free hexes "
#| "in your castle, and you cannot spend more gold than you actually have on "
#| "recruiting."
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 iesauci vienību, klikšķinot ar labo peles taustiņu pils šūnā, tad tā "
"parādīsies attiecīgajā šūnā. Pretējā gadījumā brīvā lauciņā galvenā torņa "
"tuvumā. Vari iesaukt tikai tik daudz vienību, cik ir brīvu lauciņu tavā "
"pilī, un nevari iesaukšanai iztērēt vairāk zelta nekā tev ir."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:173
#, 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 square 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 recruit button to recruit it."
msgstr ""
"Katra puse sāk ar vienu līderi galvenajā tornī. Katras kaujas sākumā, un "
"reizēm arī 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 punktu <bold>text='Iesaukt'</bold> no komandu izvēlnes "
"vai klikšķinot labo peles pogu uz attiecīgās pils šūnas un izvēloties "
"<bold>text='Iesaukt'</bold>. Tas atvērs iesaukšanas izvēlni, kur uzskaitītas "
"pieejamās vienības un to izmaksas. Klikšķini uz vienības, lai redzētu tās "
"statistiskos rādītājus, pēc tam spied iesaukšanas pogu, lai iesauktu vienību."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:175
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:177
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 kaujās izdzīvojušās "
"vienības. Atsaukšana izmaksā 20 zelta gabalus un ļauj izvēlēties no visām "
"iepriekšējos scenārijos izdzīvojušajām vienībām."

#. [topic]: id=recruit_and_recall
#: data/core/help.cfg:179
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=orbs
#: data/core/help.cfg:188
msgid "Orbs"
msgstr "Lodes"

#. [topic]: id=orbs
#: data/core/help.cfg:189
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:"

#. [topic]: id=orbs
#: data/core/help.cfg:190
msgid " green if it hasn’t moved this turn,"
msgstr " zaļa, ja tā šajā gājienā nav pārvietojusies,"

#. [topic]: id=orbs
#: data/core/help.cfg:191
msgid " yellow if it has moved, but could still move further or attack, or"
msgstr ""
" dzeltena, ja tā ir pārvietojusies, bet vēl varētu pārvietoties tālāk vai "
"uzbrukt,"

#. [topic]: id=orbs
#: data/core/help.cfg:192
#, fuzzy
#| msgid ""
#| " red if it can no longer move or attack, or the user ended the unit’s "
#| "turn."
msgid ""
" black if it can no longer move or attack, or the user ended the unit’s turn."
msgstr ""
" sarkana, ja tā vairs nevar pārvietoties vai uzbrukt, vai arī esi beidzis "
"vienības gājienu,"

#. [topic]: id=orbs
#: data/core/help.cfg:193
msgid " blue if the unit is an ally you do not control."
msgstr " zila, ja tā ir sabiedrotā vienība, kuru tu nekontrolē."

#. [topic]: id=orbs
#: data/core/help.cfg:194
#, fuzzy
#| msgid " Enemy units have no orb on top of their energy bar."
msgid " Enemy units have a red orb on top of their energy bar."
msgstr " Pretinieku vienībām virs veselības stabiņa nav lodes."

#. [topic]: id=hitpoints
#: data/core/help.cfg:201
msgid "Hitpoints and Experience"
msgstr "Veselība un pieredze"

#. [topic]: id=hitpoints
#: data/core/help.cfg:202
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:206
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:207
msgid ""
"The hitpoints are also indicated by an energy bar next to each unit, which "
"is green, yellow or red. A unit with at least 1 experience point has a blue "
"experience bar, which turns white as the unit is about to "
"<ref>dst='experience_and_advancement' text='advance'</ref>."
msgstr ""
"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=movement
#: data/core/help.cfg:214
msgid "Movement"
msgstr "Pārvietošanās"

#. [topic]: id=movement
#: data/core/help.cfg:215
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 uz konkrētā "
"lauciņa. 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 aprakstu'</bold>, un tad skatoties pie "
"<bold>text='Apvidus apstākļiem'</bold>."

#. [topic]: id=movement
#: data/core/help.cfg:215
msgid ""
"Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on "
"the unit you wish to move to select it, then click on the hex you wish to "
"move it to. When a unit is selected, everywhere it can move this turn will "
"be highlighted, and all other hexes on the map are made dull. Mousing over a "
"highlighted hex shows the defense rating the unit would have if you moved it "
"to that hex. Mousing over a dull hex will also show the number of turns "
"required to reach it, and clicking will cause the unit to move towards it by "
"the fastest route over this and subsequent turns. If you don’t use up all of "
"a unit’s movement when you first move a unit, you may move it again. This is "
"useful when having two units switch places. Attacking with a unit will use "
"up its movement. Ending a move in a village you don’t already own will also "
"use up a unit’s movement, but will still allow it to attack."
msgstr ""
"Pārvietošanās <italic>text='Kaujā par Vesnotu'</italic> ir vienkārša. Lai "
"izvēlētos vienību, kuru gribi pārvietot, klikšķini uz tās, tad klikšķini uz "
"lauciņu, uz kuru vēlieties to 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 uz tā lauciņa. Novietojot peles "
"kursoru uz ieēnotā lauciņa, papildus vēl tiks parādīts, cik gājieni "
"nepieciešami tā sasniegšanai, un, uzklikšķinot uz tā, vienība pārvietosies "
"pa ātrāko ceļu tā virzienā šajā un nākamajos gājienos. Ja, pirmo reizi "
"pārvietojot vienību, neizmanto visu tās gājienu, vari to pārvietot atkal. "
"Tas noder apmainot divas vienības vietām. Uzbrūkot ar vienību, tiks "
"izmantots viss tās gājiens. Beidzot gājienu ciemā, kurš tev vēl nepieder, "
"arī tiks izmantots viss vienības gājiens, bet tā joprojām varēs uzbrukt."

#. [topic]: id=movement
#: data/core/help.cfg:217
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."
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:219
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=shroud_and_fog
#: data/core/help.cfg:228
msgid "Shroud and Fog of War"
msgstr "Plīvurs un kara migla"

#. [topic]: id=shroud_and_fog
#: data/core/help.cfg:229
msgid ""
"In some scenarios, parts of the map will be hidden from you. There are two "
"mechanisms that can be used separately or together. The "
"<italic>text='shroud'</italic> hides both the terrain and any units at a "
"location. However, once it is cleared, you can always see that location. The "
"<italic>text='fog of war'</italic> only hides units and ownership of "
"villages (other than by you or your allies). The fog of war is cleared "
"temporarily when you have units nearby, but returns when they leave. Both "
"the shroud and the fog of war are cleared by units. Each unit clears "
"locations adjacent to those within one turn’s move (ignoring zones of "
"control and enemy units).\n"
"\n"
"Normally you can undo a unit’s movement, as long as an event with a "
"randomized result has not occurred, such as combat or recruitment (as most "
"units receive random traits when recruited). Exploring hidden terrain by "
"clearing shroud or fog will also prevent undos to a previous state. You may "
"wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions "
"menu. This will prevent units from clearing shroud or fog until the next "
"randomized event or a manual update via <bold>text='Update Shroud Now'</"
"bold> (or the end of your turn) and thereby preserve your ability to undo "
"movement."
msgstr ""
"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 (citu, kas nav tavi 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 tai viena gājiena attālumā apkārt esošos "
"lauciņus (neņemot vērā kontroles zonas un ienaidnieka vienības).\n"
"\n"
"Parasti vienību gājienus var atdarīt, 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, attīrot to no plīvura vai kara miglas, arī liegs iespēju atdarīt "
"darbības. Iespējams vēlies aktivizēt <bold>text='atlikto plīvura "
"atjaunināšanu'</bold> darbību izvēlnē. Tas pasargās no plīvura vai kara "
"miglas noņemšanas līdz nākamajam nejaušajam notikumam vai manuālai "
"atjaunināšanai ar <bold>text='atjaunināt plīvuru tagad'</bold> (vai gājiena "
"beigām) un līdz ar to saglabās iespēju atdarīt pārvietošanos."

#. [topic]: id=combat
#: data/core/help.cfg:238
msgid "Combat"
msgstr "Cīņa"

#. [topic]: id=combat
#: data/core/help.cfg:239
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:239
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 tā paša tipa uzbrukumiem. Ir "
"divu tipu uzbrukumi: <italic>text='tuvcīņas'</italic>, kas parasti saistīti "
"ar tādiem ieročiem kā zobeni, cirvji vai ilkņi, un <italic>text='lādiņa'</"
"italic> uzbrukumi, kas parasti saistīti ar tādiem ieročiem kā lokiem, "
"šķēpiem un uguns bumbām."

#. [topic]: id=combat
#: data/core/help.cfg:241
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 "
"nekādus bojājumus. 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:243
msgid ""
"\n"
"\n"
"<header>text='Chance to Hit'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Iespējamība trāpīt'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:245
msgid ""
"\n"
"\n"
"Every unit has a chance of being hit, based on the <italic>text='terrain'</"
"italic> it is in. This is shown in the status pane, and may also be found by "
"right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and "
"then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many "
"elves have a defense rating of 70% in forest, so a unit attacking them has "
"only a 30% chance of hitting. Conversely, the elf’s chance of hitting the "
"attacker in return depends on what terrain the attacker is in."
msgstr ""
"\n"
"\n"
"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 vienību, 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:247
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='mērķīšāvēji'</ref>. Maģiskajiem uzbrukumiem vienmēr ir 70% iespējamība "
"trāpīt neatkarīgi no apvidus, un, kad izmantots uzbrukumā, mērķīšāvējam "
"vienmēr ir vismaz 60% iespējamība trāpīt neatkarīgi no apvidus."

#. [topic]: id=combat
#: data/core/help.cfg:249
msgid ""
"\n"
"\n"
"<header>text=Damage</header>"
msgstr ""
"\n"
"\n"
"<header>text='Bojājumi'</header>"

#. [topic]: id=combat
#: data/core/help.cfg:251
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:253
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='triecienuzbrukums'</ref>, kas dubulto "
"gan uzbrucēja, gan upura saņemto bojājumu apjomu, kad uzbrūk vienība ar "
"triecienuzbrukuma spēju."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:261
msgid "Damage Types and Resistance"
msgstr "Bojājumu un izturību veidi"

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:262
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:262
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 nodarīto "
"bojājumu veidi: <italic>text='griešanas, caurduršanas un trieciena "
"bojājumi'</italic>. Turklāt ir vēl trīs citi bojājumu veidi, kas parasti "
"saistīti ar maģiskiem uzbrukumiem: <italic>text='uguns, aukstums un mistikas "
"uzbrukumi'</italic>. Dažādu vienību izturība maina to saņemto bojājumu "
"apjomu no noteikta tipa uzbrukumiem."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:264
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 pret triecieniem un uguni, kā arī ārkārtīgi ievainojami pret "
"mistikas uzbrukumiem."

#. [topic]: id=damage_types_and_resistance
#: data/core/help.cfg:266
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=time_of_day
#: data/core/help.cfg:274
msgid "Time of Day"
msgstr "Diennakts laiks"

#. [topic]: id=time_of_day
#: data/core/help.cfg:275
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."
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"
" Liminālās vienības saņem −25% spēka gan dienas, gan nakts laikā."

#. [topic]: id=time_of_day
#: data/core/help.cfg:279
msgid ""
"\n"
"\n"
"The current time of day can be observed under the minimap in the status "
"pane. For the usual day/night cycle, morning and afternoon count as day, "
"first and second watch count as night:\n"
msgstr ""
"\n"
"\n"
"Pašreizējais diennakts laiks redzams zem minikartes statusa panelī. Parastā "
"diennakts ciklā rīts un pēcpusdiena skaitās kā diena, bet pirmā un otrā "
"sardze skaitās kā nakts:\n"

#. [time]: id=dawn
#. [time]: id=dawn_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:282 data/core/macros/schedules.cfg:6
#: data/core/macros/schedules.cfg:265
msgid "Dawn"
msgstr "Saullēkts"

#. [time]: id=morning
#. [topic]: id=time_of_day
#: data/core/help.cfg:283 data/core/macros/schedules.cfg:17
msgid "Morning"
msgstr "Rīts"

#. [time]: id=afternoon
#. [topic]: id=time_of_day
#: data/core/help.cfg:284 data/core/macros/schedules.cfg:35
msgid "Afternoon"
msgstr "Pēcpusdiena"

#. [time]: id=dusk
#. [time]: id=dusk_hour
#. [topic]: id=time_of_day
#: data/core/help.cfg:285 data/core/macros/schedules.cfg:44
#: data/core/macros/schedules.cfg:377
msgid "Dusk"
msgstr "Saulriets"

#. [time]: id=first_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:286 data/core/macros/schedules.cfg:55
msgid "First Watch"
msgstr "Pirmā sardze"

#. [time]: id=second_watch
#. [topic]: id=time_of_day
#: data/core/help.cfg:287 data/core/macros/schedules.cfg:79
msgid "Second Watch"
msgstr "Otrā sardze"

#. [topic]: id=time_of_day
#: data/core/help.cfg:289
msgid ""
"Keep in mind that some scenarios take place underground, where it is "
"perpetually night!"
msgstr "Paturi prātā, ka daži scenāriji notiek pazemē, kur ir mūžīgā nakts!"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:296
msgid "Experience and Advancement"
msgstr "Pieredze un attīstība"

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:297
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 iespējām."

#. [topic]: id=experience_and_advancement
#: data/core/help.cfg:297
msgid ""
"If both units survive a combat, they gain a number of experience points "
"equal to the level of the unit they’re fighting. If a unit kills another in "
"combat, however, it gains much more experience — 4 for a level 0 unit, 8 for "
"level 1, 16 for level 2, 24 for level 3, and so forth."
msgstr ""
"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=experience_and_advancement
#: data/core/help.cfg:299
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, ko vienība sasniedz, tādēļ parasti "
"daudz noderīgāk ir mēģināt attīstīt savas zemāko līmeņu vienības."

#. [topic]: id=healing
#: data/core/help.cfg:308
msgid "Healing"
msgstr "Dziedēšana"

#. [topic]: id=healing
#: data/core/help.cfg:309
msgid ""
"\n"
"\n"
"<italic>text='Resting'</italic>: 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 ne pārvietojas, ne uzbrūk "
"un kurai arī netiek uzbrukts, tiks dziedēta par 2 veselības punktiem tās "
"nākamajā gājienā."

#. [topic]: id=healing
#: data/core/help.cfg:309
msgid ""
"In combat, your units will inevitably take damage. When a unit "
"<ref>dst='experience_and_advancement' text='advances'</ref>, it will heal "
"fully. This can happen as you finish fighting an enemy, whether it is your "
"turn or not. Wesnoth offers several other ways for your units to heal, all "
"of which take place at the beginning of your turn, before you take action."
msgstr ""
"Tavas vienības kaujā neizbēgami gūs ievainojumus. Kad vienība "
"<ref>dst='experience_and_advancement' text='pāriet nākamajā līmenī'</ref>, "
"tā tiek dziedēta pilnībā. 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 "
"dziedētas, bet tie visi notiek tava gājiena sākumā pirms darbību veikšanas."

#. [topic]: id=healing
#: data/core/help.cfg:311
msgid ""
"\n"
"<italic>text='Villages'</italic>: A unit which starts a turn in a village "
"will heal 8HP."
msgstr ""
"\n"
"<italic>text='Ciemi'</italic>: Vienība, kura sāk gājienu ciemā, tiks "
"dziedēta par 8 veselības punktiem."

#. [topic]: id=healing
#: data/core/help.cfg:312
msgid ""
"\n"
"<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units "
"(such as trolls) will automatically heal 8HP every turn."
msgstr ""
"\n"
"<ref>dst='ability_regenerates' text='Reģenerācija'</ref>: Notiektas vienības "
"(piemēram, troļļi) tiks dziedētas automātiski katrā gājienā par 8 veselības "
"punktiem."

#. [topic]: id=healing
#: data/core/help.cfg:313
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."
msgstr ""
"\n"
"<italic>text='Dziedējošas vienības'</italic>: Vienības ar "
"<ref>dst='ability_heals +4' text='dziedēšanas'</ref> spēju 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 nodarīt bojājumus tai vienībai."

#. [topic]: id=healing
#: data/core/help.cfg:314
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)."
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:315
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=income_and_upkeep
#: data/core/help.cfg:324
msgid "Income and Upkeep"
msgstr "Ienākumi un uzturēšana"

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:325
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."
msgstr ""
"\n"
"\n"
"Ar ienākumiem ir vienkārši. Tev ir pamata ienākumi 2 zelta gabalu apmērā "
"katrā gājienā. Par katru pārvaldīto ciemu, tu gūsti papildus zelta gabalu "
"katrā gājienā, Tādējādi, ja tev ir desmit ciemi, parasti iegūsi 12 zelta "
"gabalus gājienā. Tavas uzturēšanas izmaksas tiek atņemtas no šiem "
"ienākumiem, kā aprakstīts zemāk."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:325
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:327
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 par uzturēšanu."

#. [topic]: id=income_and_upkeep
#: data/core/help.cfg:329
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:331
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 manitinieka'</italic> scenārijā), "
"parasti būs <italic>text='lojāluma'</italic> iezīme. Tā vienība, ar kuru "
"spēlē (piem., Konrāds), tik pat kā vienmēr būs līderis."

#. [topic]: id=wrap_up
#: data/core/help.cfg:339
msgid "Wrap Up"
msgstr "Kopsavilkums"

#. [topic]: id=wrap_up
#: data/core/help.cfg:340
msgid ""
"This concludes the fundamentals of Wesnoth. You might want to read up on "
"basic strategy, or familiarize yourself with <ref>dst='..traits_section' "
"text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</"
"ref>, but you now know everything you need to know to play the "
"<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=about
#: data/core/help.cfg:345
msgid "ingame_help_item^Contributors"
msgstr "Veidotāji"

#. [topic]: id=license
#: data/core/help.cfg:351
msgid "License"
msgstr "Licence"

#. [topic]: id=..traits_section
#: data/core/help.cfg:360
msgid ""
"\n"
"\n"
"The traits that are available to all non-undead units are "
"<ref>dst='traits_intelligent' text='intelligent'</ref>, "
"<ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' "
"text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>."
msgstr ""
"\n"
"\n"
"Iezīmes, kuras pieejamas visām dzīvo 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:360
msgid ""
"Most units have two traits. However, undead units are assigned the single "
"trait <italic>text='undead'</italic>, and woses do not receive any traits. "
"Traits are modifications that change a unit’s attributes slightly. They are "
"usually randomly assigned to a unit when it is recruited."
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:362
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"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:372
msgid "Intelligent"
msgstr "Inteliģence"

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:373
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."

#. [topic]: id=traits_intelligent
#: data/core/help.cfg:373
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."

#. [topic]: id=traits_quick
#: data/core/help.cfg:380
msgid "Quick"
msgstr "Ātrums"

#. [topic]: id=traits_quick
#: data/core/help.cfg:381
msgid ""
"\n"
"\n"
"Quick is the most noticeable trait, particularly in slower moving units such "
"as trolls or heavy infantry. Units with the quick trait often have greatly "
"increased mobility in rough terrain, which can be important to consider when "
"deploying your forces. Also, quick units aren’t quite as tough as units "
"without this trait and are subsequently less good at holding contested "
"positions."
msgstr ""
"\n"
"\n"
"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."

#. [topic]: id=traits_quick
#: data/core/help.cfg:381
msgid ""
"<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less "
"HP than usual."
msgstr ""
"<italic>text='Ātrām'</italic> vienībām ir 1 papildus pārvietošanās punkts, "
"bet par 5% mazāk veselības punktu kā parasti."

#. [topic]: id=traits_resilient
#: data/core/help.cfg:388
msgid "Resilient"
msgstr "Izturība"

#. [topic]: id=traits_resilient
#: data/core/help.cfg:389
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, kad tā "
"piemīt vienībai ar kādu kombināciju no maza maksimālā veselības līmeņa, "
"labas aizsardzības vai augstas pretestības. Izturīgas vienības ir īpaši "
"noderīgas stratēģisko pozīciju noturēšanā."

#. [topic]: id=traits_resilient
#: data/core/help.cfg:389
msgid ""
"<italic>text='Resilient'</italic> units have 4 HP plus 1 HP per level more "
"than usual."
msgstr ""
"<italic>text='Izturīgām'</italic> vienībām ir 4 veselības punkti un 1 "
"veselības punkts par katru līmeni vairāk kā parasti."

#. [topic]: id=traits_strong
#: data/core/help.cfg:396
msgid "Strong"
msgstr "Spēks"

#. [topic]: id=traits_strong
#: data/core/help.cfg:397
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"
"Lai gan noderīgs jebkurai tuvcīņas vienībai, spēks visnoderīgākais ir "
"vienībām ar augstu sitienu skaitu, piemēram, elfu cīnītājiem. Spēcīgās "
"vienibas var būt ļoti noderīgas, kad niecīgs papildus bojājumu apjoms ir "
"viss, kas nepieciešams, lai pārvērstu ievainojošu sitienu nāvējošā."

#. [topic]: id=traits_strong
#: data/core/help.cfg:397
msgid ""
"<italic>text='Strong'</italic> units do 1 more damage for every successful "
"strike in melee combat, and have 1 more HP."
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."

#. [topic]: id=traits_fearless
#: data/core/help.cfg:404
msgid "Fearless"
msgstr "Bezbailība"

#. [topic]: id=traits_fearless
#: data/core/help.cfg:405
msgid "Aversion to light and dark holds no sway over these brave individuals."
msgstr "Nepatika pret gaišo un tumšo nekādi neietekmē šos drosminiekus."

#. [topic]: id=traits_feral
#: data/core/help.cfg:410
msgid "Feral"
msgstr "Savvaļas"

#. [topic]: id=traits_feral
#: data/core/help.cfg:411
msgid ""
"Dwellings of sentient beings are not easily used for cover by feral "
"creatures of low intelligence. As a result, <italic>text='feral'</italic> "
"units receive a maximum of 50% defense in any land-based village regardless "
"of base terrain."
msgstr ""
"Saprātīgo radījumu mājokļi nav īsti piemēroti izmantošanai par aizsegu "
"mežonīgajiem radījumiem ar zemu inteliģenci. Tā rezultātā "
"<italic>text='savvaļas'</italic> vienības saņem augstākais 50% aizsardzību "
"jebkurā sauszemes ciemā, neskatoties uz tā apvidus."

#. [topic]: id=traits_loyal
#: data/core/help.cfg:416
msgid "Loyal"
msgstr "Lojalitāte"

#. [topic]: id=traits_loyal
#: data/core/help.cfg:417
msgid ""
"\n"
"\n"
"During campaigns, certain units may opt to join the player’s forces of their "
"own volition. These units are marked with the loyal trait. Although they may "
"require payment to be recalled, they never incur any upkeep costs. This can "
"make them invaluable during a long campaign, when gold is in short supply. "
"This trait is never given to recruited units, so it may be unwise to dismiss "
"such units or to send them to a foolish death."
msgstr ""
"\n"
"\n"
"Kampaņu laikā zināmas vienības var izvēlēties pievienoties spēlētāja spēkiem "
"pēc to pašu brīvas gribas. Šīm vienībām piemīt lojāluma iezīme. Lai gan to "
"atsaukšana var maksāt, tām nav nekādu uzturēšanas izmaksu. Tas var padarīt "
"šīs vienības nenovertējamas garu kampaņu laikā, kad zelta krājumi ir mazi. "
"Šī iezīme nekad netiek dota iesauktajām vienībām, tāpēc varētu būt muļķīgi "
"tās atbrīvot vai sūtīt bezjēdzīgā nāvē."

#. [topic]: id=traits_loyal
#: data/core/help.cfg:417
msgid ""
"<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an "
"upkeep cost at the end of every turn, which is equal to their level. Loyal "
"units do not incur this cost."
msgstr ""
"<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."

#. [topic]: id=traits_undead
#: data/core/help.cfg:424
msgid "trait^Undead"
msgstr "Nedzīvība"

#. [topic]: id=traits_undead
#: data/core/help.cfg:425
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 to uzbrukumiem."

#. [topic]: id=traits_undead
#: data/core/help.cfg:425
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."

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:432
msgid "trait^Mechanical"
msgstr "Mehānika"

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:433
msgid ""
"\n"
"\n"
"Mechanical units generally have mechanical as their only trait. Since "
"mechanical units don’t really have life, drain, poison, and plague have no "
"effect upon them."
msgstr ""
"\n"
"\n"
"Mehānisko vienību vienībā iezīme parasti ir 'mehānisks'. Tā kā mehāniskās "
"vienības nav dzīvas, izsūkšana, inde un sērga uz tām neatstāj nekādu ietekmi."

#. [topic]: id=traits_mechanical
#: data/core/help.cfg:433
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."

#. [topic]: id=traits_elemental
#: data/core/help.cfg:440
msgid "trait^Elemental"
msgstr "Pirmatnēja"

#. [topic]: id=traits_elemental
#: data/core/help.cfg:441
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."

#. [topic]: id=traits_elemental
#: data/core/help.cfg:441
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."

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:448
msgid "Dextrous"
msgstr "Veiklība"

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:449
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."

#. [topic]: id=traits_dextrous
#: data/core/help.cfg:449
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 sitienā cīņā no attāluma."

#. [topic]: id=traits_healthy
#: data/core/help.cfg:456
msgid "Healthy"
msgstr "Veselība"

#. [topic]: id=traits_healthy
#: data/core/help.cfg:457
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."

#. [topic]: id=traits_healthy
#: data/core/help.cfg:457
msgid ""
"Renowned for their vitality, some dwarves are sturdier than others and can "
"rest even when travelling."
msgstr ""
"Izslavēti par to dzīvīgumu, daži rūķi ir izturīgāki par citiem un spēj "
"atpūsties pat ceļojot."

#. [topic]: id=traits_dim
#: data/core/help.cfg:464
msgid "Dim"
msgstr "Blāvums"

#. [topic]: id=traits_dim
#: data/core/help.cfg:465
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."

#. [topic]: id=traits_dim
#: data/core/help.cfg:465
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."

#. [topic]: id=traits_slow
#: data/core/help.cfg:472
msgid "Slow"
msgstr "Gausums"

#. [topic]: id=traits_slow
#: data/core/help.cfg:473
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."

#. [topic]: id=traits_slow
#: data/core/help.cfg:473
msgid ""
"<italic>text='Slow'</italic> units have −1 movement but 5% more hitpoints."
msgstr ""
"<italic>text='Lēnām'</italic> vienībām ir par vienu pārvietošanās punktu "
"mazāk, bet 5% vairāk veselības punktu."

#. [topic]: id=traits_weak
#: data/core/help.cfg:480
msgid "Weak"
msgstr "Vājums"

#. [topic]: id=traits_weak
#: data/core/help.cfg:481
msgid ""
"Units with trait <italic>text='weak'</italic> get a −1 increment in "
"hitpoints and melee damage."
msgstr ""
"Vienībām ar <italic>text='vājuma'</italic> iezīmi veselības punktu skaits un "
"tuvcīņas spēks ir samazināts par vienu."

#. [topic]: id=traits_aged
#: data/core/help.cfg:486
msgid "trait^Aged"
msgstr "Vecums"

#. [topic]: id=traits_aged
#: data/core/help.cfg:487
msgid ""
"Units with trait <italic>text='aged'</italic> get a −8 increment in "
"hitpoints and a −1 increment 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."

#. [topic]: id=..terrains_section
#: data/core/help.cfg:493
#, fuzzy
#| msgid ""
#| "Game maps feature a variety of terrains that affect both unit movement "
#| "and a unit’s defensive capability in combat.\n"
#| "\n"
msgid ""
"Game maps feature a variety of terrains that affect both unit movement and a "
"unit’s defensive capability in combat."
msgstr ""
"Spēles kartēs ir dažādi apvidi, kas ietekmē gan vienību pārvietošanos, gan "
"vienības aizsardzības spējas kaujā.\n"
"\n"

#. [topic]: id=..addons
#: data/core/help.cfg:501
msgid ""
"The degree of customization offered by the Wesnoth engine allows players to "
"create their own game content, including new scenarios, campaigns, and much "
"more beyond what is offered in the official content bundled with the game.\n"
"\n"
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:511
msgid "Using Add-ons"
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:512
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text=Damage</header>"
msgid ""
"\n"
"\n"
"<header>text='Campaigns and Scenarios'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Bojājumi'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:512
msgid ""
"The game supports different types of add-on content, which are not all "
"available in every gameplay mode."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:514
msgid ""
"\n"
"\n"
"Single-player campaigns are collections of scenarios that fit together to "
"tell a story. Both stand-alone scenarios—if intended to be played as such—"
"and regular campaigns are available from the <italic>text='Campaigns'</"
"italic> menu at the title screen."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:516
#, fuzzy
#| msgid "<header>text='Units having this special attack'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>"
msgstr "<header>text='Vienības ar šo speciālo uzbrukumu'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:518
msgid ""
"\n"
"\n"
"<italic>text='Multiplayer'</italic> games can be played in fully customized, "
"scripted scenarios or even specially designed campaigns. There are also "
"packs providing sets of individual multiplayer scenarios."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:520
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Order and Number of Strikes'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Eras and Factions'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Sitienu secība un skaits'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:522
msgid ""
"\n"
"\n"
"For gameplay purposes, various races of creatures in the world cooperate "
"with each other in factions. Factions are grouped in balanced sets with a "
"common theme; for example, the main factions of Wesnoth can be found in the "
"included Default Era.\n"
"\n"
"In <italic>text='Multiplayer'</italic> mode, you can choose an era when "
"creating a new game, and players can pick from the available factions for "
"that era when setting up their sides and teams."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:526
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Order and Number of Strikes'</header>"
msgid ""
"\n"
"\n"
"<header>text='Multiplayer Modifications'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Sitienu secība un skaits'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:528
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."
msgstr ""

#. [topic]: id=using_addons
#: data/core/help.cfg:530
#, fuzzy
#| msgid ""
#| "\n"
#| "\n"
#| "<header>text='Chance to Hit'</header>"
msgid ""
"\n"
"\n"
"<header>text='Creator Resources'</header>"
msgstr ""
"\n"
"\n"
"<header>text='Iespējamība trāpīt'</header>"

#. [topic]: id=using_addons
#: data/core/help.cfg:532
msgid ""
"\n"
"\n"
"Content authors can use resource packs available on the add-ons server to "
"enrich their own content with existing assets such as images, music, and "
"code. These are not generally intended for direct use in-game; however, "
"other playable add-ons may depend on them and suggest or require their "
"installation during download."
msgstr ""

#. [topic]: id=installing_addons
#: data/core/help.cfg:541
msgid "Installing Add-ons"
msgstr ""

#. [topic]: id=installing_addons
#: data/core/help.cfg:542
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-on’s 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."
msgstr ""

#. [topic]: id=removing_addons
#: data/core/help.cfg:555
msgid "Removing Add-ons"
msgstr ""

#. [topic]: id=removing_addons
#: data/core/help.cfg:556
msgid ""
"To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons "
"server connection dialog. You will be presented with options to remove any "
"number of add-ons you currently have installed.\n"
"\n"
"It is not possible to remove add-ons for which there is publishing "
"information (<italic>text='.pbl'</italic> files) attached, in order to "
"prevent its accidental loss. If necessary, you must manually delete the "
"information files or the add-ons themselves using a file manager provided by "
"your platform."
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:571
msgid "General commands"
msgstr "Vispārējas darbības"

#. [topic]: id=debug_commands
#. [topic]: id=general_commands
#. [topic]: id=mp_commands
#: data/core/help.cfg:573 data/core/help.cfg:616 data/core/help.cfg:654
msgid ""
"These commands can either be issued via the command line by prefixing them "
"with ':' (as shown here) or via the chat by prefixing them with '/' (press "
"'m' first to open the chat line).\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:575
msgid ""
"\n"
"Clear chat messages.\n"
"\n"
msgstr ""
"\n"
"Notīrīt čata ziņas.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:578
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:582
msgid ""
"\n"
"Set or toggle player on side between human and AI player. The player/client "
"who controls that side needs to issue this command. If no second parameter "
"is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI "
"controller. If it is ‘off’ set a human controller. Defaults to the currently "
"active side if no parameter is supplied.\n"
"\n"
msgstr ""
"\n"
"Iestatīt vai pārslēgt spēlētāju starp cilvēka 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"

#. [topic]: id=general_commands
#: data/core/help.cfg:585
msgid ""
"\n"
"Display the controller status of a side.\n"
"\n"
msgstr ""

#. [topic]: id=general_commands
#: data/core/help.cfg:588
msgid ""
"\n"
"Toggle the display of the current frames per second.\n"
"\n"
msgstr ""
"\n"
"Ieslēgt/izslēgt pašreizējo kadru frekvences attēlošanu.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:591
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:594
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:597
msgid ""
"\n"
"Bring up theme selection menu.\n"
"\n"
msgstr ""
"\n"
"Atvērt tēmu izvēlni.\n"
"\n"

#. [topic]: id=general_commands
#: data/core/help.cfg:600
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:603
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:606
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:615
msgid "Multiplayer commands"
msgstr "Daudzspēlētāju darbības"

#. [topic]: id=mp_commands
#: data/core/help.cfg:618
msgid ""
"\n"
"Ban a user in a multiplayer game by the IP address used by that username and "
"kick him. Can be used on users not in the game but on the server. (Of course "
"they won’t be kicked then.)\n"
"\n"
msgstr ""
"\n"
"Uzliek pieejas aizliegumu lietotājam daudzspēlētāju spēlē, pēc IP adreses, "
"ko lieto šis spēlētājs, un izsviež viņu. Var 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:621
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:624
msgid ""
"\n"
"Launch a dialog to assist the host in changing the human controllers of "
"sides.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:627
msgid ""
"\n"
"Toggle the idle state for a side. The host may make a side idle after a "
"network disconnection.\n"
"\n"
msgstr ""

#. [topic]: id=mp_commands
#: data/core/help.cfg:630
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:633
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:636
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:639
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:642
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 tikt izmantots lietotājiem, kuri nav spēlē, bet ir uz servera.\n"
"\n"

#. [topic]: id=mp_commands
#: data/core/help.cfg:645
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:653
msgid "Debug mode commands"
msgstr "Atkļūdošanas darbības"

#. [topic]: id=debug_commands
#: data/core/help.cfg:656
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:659
msgid ""
"\n"
"Create a unit of the specified type on the selected hex.\n"
"\n"
msgstr ""
"\n"
"Izveidot norādītā tipa cienību uz izvēlētā lauciņa.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:662
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:665
msgid ""
"\n"
"Adds the specified amount to the current side’s gold.\n"
"\n"
msgstr ""
"\n"
"Pievieno norādīto zelta daudzumu pašreizējās puses zeltam.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:668
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:671
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:674
msgid ""
"\n"
"Show a gamestate variable.\n"
"\n"
msgstr ""
"\n"
"Parādīt spēles stāvokļa mainīgo.\n"
"\n"

#. [topic]: id=debug_commands
#: data/core/help.cfg:677
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:680
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:683
msgid ""
"\n"
"Makes the selected unit level up N times. Example: :unit advances=2"
msgstr ""
"\n"
"Liek izvēlētajai vienībai attīstīties N reizes. Piemērs: :unit advances=2"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:49
msgid "cures"
msgstr "ārstē"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:50
msgid "female^cures"
msgstr "ārstē"

#. [heals]: id=curing
#: data/core/macros/abilities.cfg:51
#, fuzzy
#| msgid ""
#| "Cures:\n"
#| "A curer can cure a unit of poison, although that unit will receive no "
#| "additional healing on the turn it is cured of the poison."
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 ""
"Ārstē:\n"
"Ārstētājs spēj izārstēt vienību no indes, lai gan tā vienība nesaņems nekādu "
"papildus dziedēšanu tajā gājienā."

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:73
msgid "regenerates"
msgstr "atjaunojas"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:74
msgid "female^regenerates"
msgstr "atjaunojas"

#. [regenerate]: id=regenerates
#: data/core/macros/abilities.cfg:75
#, fuzzy
#| msgid ""
#| "Regenerates:\n"
#| "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 8 HP per turn. If it is poisoned, it will remove "
"the poison instead of healing."
msgstr ""
"Reģenerējas:\n"
"Vienība dziedēs sevi par 8 VP gājienā. Ja tā ir saindēta, tad dziedēšanas "
"vietā tā izņems indi."

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:94
msgid "steadfast"
msgstr "nelokās"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:95
msgid "female^steadfast"
msgstr "nelokās"

#. [resistance]: id=steadfast
#: data/core/macros/abilities.cfg:96
#, fuzzy
#| msgid ""
#| "Steadfast:\n"
#| "This unit’s resistances are doubled, up to a maximum of 50%, when "
#| "defending. Vulnerabilities are not affected."
msgid ""
"This unit’s resistances are doubled, up to a maximum of 50%, when defending. "
"Vulnerabilities are not affected."
msgstr ""
"Nelokāms:\n"
"Aizsargājoties šīs vienības izturība tiek dubultota, maksimāli līdz 50%. "
"Ievainojamības paliek nemainīgas."

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:109 data/core/macros/abilities.cfg:131
#: data/core/macros/abilities.cfg:165 data/core/macros/abilities.cfg:211
#: data/core/macros/abilities.cfg:269
msgid "leadership"
msgstr "vada"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:110 data/core/macros/abilities.cfg:132
#: data/core/macros/abilities.cfg:166 data/core/macros/abilities.cfg:212
#: data/core/macros/abilities.cfg:270
msgid "female^leadership"
msgstr "vada"

#. [leadership]: id=leadership
#: data/core/macros/abilities.cfg:111 data/core/macros/abilities.cfg:133
#: data/core/macros/abilities.cfg:167 data/core/macros/abilities.cfg:213
#: data/core/macros/abilities.cfg:271
#, fuzzy
#| msgid ""
#| "Leadership:\n"
#| "This unit can lead our own units that are next to it, making them fight "
#| "better.\n"
#| "\n"
#| "Adjacent own units of lower level will do more damage in battle. When a "
#| "unit adjacent to, of a lower level than, and on the same side as a unit "
#| "with Leadership engages in combat, its attacks do 25% more damage times "
#| "the difference in their levels."
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."
msgstr ""
"Vada:\n"
"Šī vienība spēj vadīt mūsu pašu vienības, kas tai ir blakus, ļaujot tām "
"cīnīties labāk.\n"
"\n"
"Blakus esošās mūsu vienības ar zemāku līmeni nodarīs lielākus bojājumus "
"cīņā. Kad vienībai ar vadīšanas iezīmi blakus esoša tās pašas puses vienība "
"ar zemāku līmeni iesaistās kaujā, tās uzbrukumi nodara par 25% reiz to "
"līmeņu starpība lielākus bojājumus."

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:337
msgid "skirmisher"
msgstr "strēlnieks"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:338
msgid "female^skirmisher"
msgstr "strēlniece"

#. [skirmisher]: id=skirmisher
#: data/core/macros/abilities.cfg:339
#, fuzzy
#| msgid ""
#| "Skirmisher:\n"
#| "This unit is skilled in moving past enemies quickly, and ignores all "
#| "enemy Zones of Control."
msgid ""
"This unit is skilled in moving past enemies quickly, and ignores all enemy "
"Zones of Control."
msgstr ""
"Strēlnieks:\n"
"Šī vienība ir prasmīga ātrā paiešanā garām ienaidniekam, un tā ignorē visas "
"ienaidnieku kontroles zonas."

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:352
msgid "illuminates"
msgstr "izgaismo"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:353
msgid "female^illuminates"
msgstr "izgaismo"

#. [illuminates]: id=illumination
#: data/core/macros/abilities.cfg:354
#, fuzzy
#| msgid ""
#| "Illuminates:\n"
#| "This unit illuminates the surrounding area, making lawful units fight "
#| "better, and chaotic units fight worse.\n"
#| "\n"
#| "Any units adjacent to this unit will fight as if it were dusk when it is "
#| "night, and as if it were day when it is dusk."
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 ""
"Izgaismo:\n"
"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:366
msgid "teleport"
msgstr "teleportējas"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:367
msgid "female^teleport"
msgstr "teleportējas"

#. [teleport]: id=teleport
#: data/core/macros/abilities.cfg:368
#, fuzzy
#| msgid ""
#| "Teleport:\n"
#| "This unit may teleport between any two empty villages owned by its side "
#| "using one of its moves."
msgid ""
"This unit may teleport between any two empty villages owned by its side "
"using one of its moves."
msgstr ""
"Teleportējas:\n"
"Šī vienība, izmantojot vienu no tās gājieniem, spēj teleportēties starp "
"jebkuriem diviem tukšiem ciemiem, kuri pieder tās pusei."

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:404 data/core/macros/abilities.cfg:406
msgid "ambush"
msgstr "uzbrūk no slēpņa"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:405 data/core/macros/abilities.cfg:407
msgid "female^ambush"
msgstr "uzbrūk no slēpņa"

#. [hides]: id=ambush
#: data/core/macros/abilities.cfg:408 data/core/macros/abilities.cfg:411
#, fuzzy
#| msgid ""
#| "Ambush:\n"
#| "This unit can hide in forest, and remain undetected by its enemies.\n"
#| "\n"
#| "Enemy units cannot see this unit while it is in forest, except if they "
#| "have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
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 ""
"Uzbrūk no slēpņa:\n"
"Šī vienība spēj slēpties mežos un palikt nemanāma tās ienaidniekiem.\n"
"\n"
"Ienaidnieka vienības nevar redzēt šo vienību, kamēr tā ir mežā, izņemot ja "
"viņiem ir vienības tieši blakus šai vienībai. Jebkura ienaidnieka vienība, "
"kura pirmā atklāj, nekavējoties zaudē visu tās atlikušo gājienu."

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:428 data/core/macros/abilities.cfg:429
#: data/core/macros/abilities.cfg:433
msgid "nightstalk"
msgstr "slēpjas tumsā"

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:430 data/core/macros/abilities.cfg:435
#, fuzzy
#| msgid ""
#| "Nightstalk:\n"
#| "The unit becomes invisible during night.\n"
#| "\n"
#| "Enemy units cannot see this unit at night, except if they have units next "
#| "to it. Any enemy unit that first discovers this unit immediately loses "
#| "all its remaining movement."
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 ""
"Slēpjas tumsā:\n"
"Nakts laikā vienība kļūst neredzama.\n"
"\n"
"Ienaidnieka vienības nevar redzēt šo vienību nakts laikā, izņemot ja kāda "
"viņu vienība ir tieši blakus tai. Jebkura ienaidnieka vienība, kura pirmā "
"atklāj šo vienību, nekavējoties zaudē visu tās atlikušo gājienu."

#. [hides]: id=nightstalk
#: data/core/macros/abilities.cfg:434
msgid "female^nightstalk"
msgstr "slēpjas tumsā"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:452 data/core/macros/abilities.cfg:457
msgid "concealment"
msgstr "maskējas"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:453 data/core/macros/abilities.cfg:458
msgid "female^concealment"
msgstr "maskējas"

#. [hides]: id=concealment
#: data/core/macros/abilities.cfg:454 data/core/macros/abilities.cfg:459
#, fuzzy
#| msgid ""
#| "Concealment:\n"
#| "This unit can hide in villages (with the exception of water villages), "
#| "and remain undetected by its enemies, except by those standing next to "
#| "it.\n"
#| "\n"
#| "Enemy units can not see this unit while it is in a village, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
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."
msgstr ""
"Maskēšanās:\n"
"Šī vienība spēj paslēpties ciemos (izņemot ūdens ciemus), un palikt nemanāma "
"tās ienaidniekiem, izņemot tos, kuri stāv tai blakus.\n"
"\n"
"Ienaidnieka vienības neredz šo vienību kamēr tā ir ciemā, izņemot ja kāda "
"viņu vienība ir tai blakus. Jebkura ienaidnieka vienība, kura pirmā atklāj "
"šo vienību, nekavējoties zaudē visu atlikušo tās gājienu."

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:476 data/core/macros/abilities.cfg:481
msgid "submerge"
msgstr "nirst"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:477 data/core/macros/abilities.cfg:482
msgid "female^submerge"
msgstr "nirst"

#. [hides]: id=submerge
#: data/core/macros/abilities.cfg:478 data/core/macros/abilities.cfg:483
#, fuzzy
#| msgid ""
#| "Submerge:\n"
#| "This unit can hide in deep water, and remain undetected by its enemies.\n"
#| "\n"
#| "Enemy units cannot see this unit while it is in deep water, except if "
#| "they have units next to it. Any enemy unit that first discovers this unit "
#| "immediately loses all its remaining movement."
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 ""
"Nirst:\n"
"Šī vienība spēj slēpties dziļā ūdenī un palikt nemanāma tās ienaidniekiem.\n"
"\n"
"Ienaidnieka vienības neredz šo vienību kamēr tā ir dziļā ūdenī, izņemot ja "
"kāda viņu vienība ir tai blakus. Jebkura ienaidnieka vienība, kura pirmā "
"atklāj šo vienību, zaudē visu tās atlikušo gājienu."

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:503
msgid "feeding"
msgstr "barošanās"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:504
msgid "female^feeding"
msgstr "barošanās"

#. [dummy]: id=feeding
#: data/core/macros/abilities.cfg:505
#, 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 unit, "
"except units that are immune to plague."
msgstr ""
" Šī vienība gūst 1 veselības punktu pie tās maksimuma ikreiz, kad tā "
"nogalina dzīvojošu vienību."

#. [unstore_unit]
#: data/core/macros/abilities.cfg:531
msgid "+1 max HP"
msgstr "+1 maksimālajiem veselības punktiem"

#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:573
msgid "backstab"
msgstr "dūriens mugurā"

#. [damage]: id=backstab
#: data/core/macros/abilities.cfg:574
#, fuzzy
#| msgid ""
#| "Backstab:\n"
#| "When used offensively, this attack deals double damage if there is an "
#| "enemy of the target on the opposite side of the target, and that unit is "
#| "not incapacitated (turned to stone or otherwise paralyzed)."
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 ""
"Iedur mugurā:\n"
"Uzbrūkot šis uzbrukums nodara dubultus bojājumus, ja aiz mērķa pretējā pusē "
"ir ienaidnieks, un tas nav atbruņots (pārakmeņots vai kā citādi paralizēts)."

#. [plague]: id=plague({TYPE}), type={TYPE}
#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:586 data/core/macros/abilities.cfg:597
msgid "plague"
msgstr "inficēšana"

#. [plague]: id=plague({TYPE}), type={TYPE}
#: data/core/macros/abilities.cfg:587
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "unit identical to and on the same side as the unit with the Plague "
#| "attack. This doesn’t work on Undead or units in villages."
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 "
"doesn’t work on Undead or units in villages."
msgstr ""
"Sērga:\n"
"Kad vienību nogalina sērga, tā tiek aizstāta ar identisku vienību, kas ir "
"uzbrucēja pusē. Tas nestrādā uz nedzīvajiem un vienībām ciemos."

#. [plague]: id=plague, type=Walking Corpse
#: data/core/macros/abilities.cfg:598
#, fuzzy
#| msgid ""
#| "Plague:\n"
#| "When a unit is killed by a Plague attack, that unit is replaced with a "
#| "Walking Corpse on the same side as the unit with the Plague attack. This "
#| "doesn’t work on Undead or units in villages."
msgid ""
"When a unit is killed by a Plague attack, that unit is replaced with a "
"Walking Corpse on the same side as the unit with the Plague attack. This "
"doesn’t work on Undead or units in villages."
msgstr ""
"Sērga:\n"
"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/abilities.cfg:608
msgid "slows"
msgstr "sapīšana"

#. [slow]: id=slow
#: data/core/macros/abilities.cfg:609
#, fuzzy
#| msgid ""
#| "Slow:\n"
#| "This attack slows the target until it ends a turn. Slow halves the damage "
#| "caused by attacks and the movement cost for a slowed unit is doubled. A "
#| "unit that is slowed will feature a snail icon in its sidebar information "
#| "when it is selected."
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 ""
"Sapīšana:\n"
"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/abilities.cfg:618
msgid "petrifies"
msgstr "pārakmeņo"

#. [petrifies]: id=petrifies
#: data/core/macros/abilities.cfg:619
#, fuzzy
#| msgid ""
#| "Petrify:\n"
#| "This attack petrifies the target, turning it to stone. Units that have "
#| "been petrified may not move or attack."
msgid ""
"This attack petrifies the target, turning it to stone. Units that have been "
"petrified may not move or attack."
msgstr ""
"Pārakmeņo:\n"
"Šis uzbrukums pārakmeņo mērķi. Pārakmeņotās vienības nespēj ne pārvietoties, "
"ne uzbrukt."

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:628
msgid "marksman"
msgstr "precizitāte"

#. [chance_to_hit]: id=marksman
#: data/core/macros/abilities.cfg:629
#, fuzzy
#| msgid ""
#| "Marksman:\n"
#| "When used offensively, this attack always has at least a 60% chance to "
#| "hit."
msgid ""
"When used offensively, this attack always has at least a 60% chance to hit."
msgstr ""
"Mērķī šaušana:\n"
"Uzbrukumā šim uzbrukumam vienmēr ir vismaz 60% iespējamība trāpīt."

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:653
msgid "swarm"
msgstr "spiets"

#. [swarm]: id=swarm
#: data/core/macros/abilities.cfg:654
#, fuzzy
#| msgid ""
#| "Swarm:\n"
#| "The number of strikes of this attack decreases when the unit is wounded. "
#| "The number of strikes is proportional to the percentage of its of maximum "
#| "HP the unit has. For example a unit with 3/4 of its maximum HP will get "
#| "3/4 of the number of strikes."
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 ""
"Spiets:\n"
"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/abilities.cfg:663
msgid "charge"
msgstr "triecienuzbrukums"

#. [damage]: id=charge
#: data/core/macros/abilities.cfg:664
#, fuzzy
#| msgid ""
#| "Charge:\n"
#| "When used offensively, this attack deals double damage to the target. It "
#| "also causes this unit to take double damage from the target’s "
#| "counterattack."
msgid ""
"When used offensively, this attack deals double damage to the target. It "
"also causes this unit to take double damage from the target’s counterattack."
msgstr ""
"Lādiņš:\n"
"Kad izmantots uzbrukumā, šis uzbrukums nodara dubultus bojājumus mērķim. Tas "
"arī izraisa dubultus bojājumus no mērķa pretuzbrukumiem šai vienībai."

#. [drains]: id=drains
#: data/core/macros/abilities.cfg:676
msgid "drains"
msgstr "izsūkšana"

#. [drains]: id=drains
#: data/core/macros/abilities.cfg:677
#, fuzzy
#| msgid ""
#| "Drain:\n"
#| "This unit drains health from living units, healing itself for half the "
#| "amount of damage it deals (rounded down)."
msgid ""
"This unit drains health from living units, healing itself for half the "
"amount of damage it deals (rounded down)."
msgstr ""
"Izsūkšana:\n"
"Šī vienība izsūc veselību no dzīvām vienībām, tā dziedējot sevi ar pusi no "
"izsūktās veselības daudzuma (noapaļojot uz leju)."

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:696
msgid "poison"
msgstr "inde"

#. [poison]: id=poison
#: data/core/macros/abilities.cfg:697
#, fuzzy
#| msgid ""
#| "Poison:\n"
#| "This attack poisons living targets. Poisoned units lose 8 HP every turn "
#| "until they are cured or are reduced to 1 HP. Poison can not, of itself, "
#| "kill a unit."
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."
msgstr ""
"Inde:\n"
"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 vien nespēj nogalināt vienību."

#. [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:26 data/core/macros/schedules.cfg:312
msgid "Midday"
msgstr "Pusdienlaiks"

#. [time]: id=midnight
#. [time]: id=midnight_hour
#: data/core/macros/schedules.cfg:67 data/core/macros/schedules.cfg:181
msgid "Midnight"
msgstr "Pusnakts"

#. [time]: id=indoors
#: data/core/macros/schedules.cfg:91
msgid "Indoors"
msgstr "Iekštelpās"

#. [time]: id=deep_underground
#: data/core/macros/schedules.cfg:111
msgid "Deep Underground"
msgstr "Dziļi pazemē"

#. [time]: id=second_watch_hour1
#: data/core/macros/schedules.cfg:193
msgid "Second Watch — First Hour"
msgstr "Otrā sardze — pirmā stunda"

#. [time]: id=second_watch_hour2
#: data/core/macros/schedules.cfg:205
msgid "Second Watch — Second Hour"
msgstr "Otrā sardze — otrā stunda"

#. [time]: id=second_watch_hour3
#: data/core/macros/schedules.cfg:217
msgid "Second Watch — Third Hour"
msgstr "Otrā sardze — trešā stunda"

#. [time]: id=second_watch_hour4
#: data/core/macros/schedules.cfg:229
msgid "Second Watch — Fourth Hour"
msgstr "Otrā sardze — ceturtā stunda"

#. [time]: id=second_watch_hour5
#: data/core/macros/schedules.cfg:241
msgid "Second Watch — Fifth Hour"
msgstr "Otrā sardze — piektā stunda"

#. [time]: id=second_watch_hour6
#: data/core/macros/schedules.cfg:253
msgid "Second Watch — Sixth Hour"
msgstr "Otrā sardze — sestā stunda"

#. [time]: id=morning_hour1
#: data/core/macros/schedules.cfg:276
msgid "Morning — First Hour"
msgstr "Rīts — pirmā stunda"

#. [time]: id=morning_hour2
#: data/core/macros/schedules.cfg:285
msgid "Morning — Second Hour"
msgstr "Rīts — otrā stunda"

#. [time]: id=morning_hour3
#: data/core/macros/schedules.cfg:294
msgid "Morning — Third Hour"
msgstr "Rīts — trešā stunda"

#. [time]: id=morning_hour4
#: data/core/macros/schedules.cfg:303
msgid "Morning — Fourth Hour"
msgstr "Rīts — ceturtā stunda"

#. [time]: id=afternoon_hour1
#: data/core/macros/schedules.cfg:321
msgid "Afternoon — First Hour"
msgstr "Pēcpusdiena — pirmā stunda"

#. [time]: id=afternoon_hour2
#: data/core/macros/schedules.cfg:330
msgid "Afternoon — Second Hour"
msgstr "Pēcpusdiena — otrā stunda"

#. [time]: id=afternoon_hour3
#: data/core/macros/schedules.cfg:339
msgid "Afternoon — Third Hour"
msgstr "Pēcpusdiena — trešā stunda"

#. [time]: id=afternoon_hour4
#: data/core/macros/schedules.cfg:348
msgid "Afternoon — Fourth Hour"
msgstr "Pēcusdiena — ceturtā stunda"

#. [time]: id=afternoon_hour5
#: data/core/macros/schedules.cfg:357
msgid "Afternoon — Fifth Hour"
msgstr "Pēcpusdiena — piektā stunda"

#. [time]: id=afternoon_hour6
#: data/core/macros/schedules.cfg:366
msgid "Afternoon — Sixth Hour"
msgstr "Pēcpusdiena — sestā stunda"

#. [time]: id=first_watch_hour1
#: data/core/macros/schedules.cfg:388
msgid "First Watch — First Hour"
msgstr "Pirmā sardze — pirmā stunda"

#. [time]: id=first_watch_hour2
#: data/core/macros/schedules.cfg:400
msgid "First Watch — Second Hour"
msgstr "Pirmā sardze — otrā stunda"

#. [time]: id=first_watch_hour3
#: data/core/macros/schedules.cfg:412
msgid "First Watch — Third Hour"
msgstr "Pirmā sardze — trešā stunda"

#. [time]: id=first_watch_hour4
#: data/core/macros/schedules.cfg:424
msgid "First Watch — Fourth Hour"
msgstr "Pirmā sardze — ceturtā stunda"

#. [time]: id=dawn1
#: data/core/macros/schedules.cfg:478
#, fuzzy
#| msgid "First Watch"
msgid "First Dawn"
msgstr "Pirmā sardze"

#. [time]: id=dawn2
#: data/core/macros/schedules.cfg:488
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dawn"
msgstr "Otrā sardze"

#. [time]: id=morning1
#: data/core/macros/schedules.cfg:498
#, fuzzy
#| msgid "Morning"
msgid "First Morning"
msgstr "Rīts"

#. [time]: id=morning2
#: data/core/macros/schedules.cfg:507
#, fuzzy
#| msgid "Morning"
msgid "Second Morning"
msgstr "Rīts"

#. [time]: id=midday1
#: data/core/macros/schedules.cfg:516
#, fuzzy
#| msgid "Midday"
msgid "First Midday"
msgstr "Pusdienlaiks"

#. [time]: id=midday2
#: data/core/macros/schedules.cfg:525
#, fuzzy
#| msgid "Second Watch"
msgid "Second Midday"
msgstr "Otrā sardze"

#. [time]: id=afternoon1
#: data/core/macros/schedules.cfg:534
#, fuzzy
#| msgid "Afternoon"
msgid "First Afternoon"
msgstr "Pēcpusdiena"

#. [time]: id=afternoon2
#: data/core/macros/schedules.cfg:543
#, fuzzy
#| msgid "Afternoon"
msgid "Second Afternoon"
msgstr "Pēcpusdiena"

#. [time]: id=dusk1
#: data/core/macros/schedules.cfg:552
#, fuzzy
#| msgid "firststrike"
msgid "First Dusk"
msgstr "pirmais sitiens"

#. [time]: id=dusk2
#: data/core/macros/schedules.cfg:562
#, fuzzy
#| msgid "Second Watch"
msgid "Second Dusk"
msgstr "Otrā sardze"

#. [time]: id=short_dark
#: data/core/macros/schedules.cfg:572
msgid "The Short Dark"
msgstr ""

#. [time]: id=long_dark1
#: data/core/macros/schedules.cfg:584
msgid "The Long Dark (1)"
msgstr ""

#. [time]: id=long_dark2
#: data/core/macros/schedules.cfg:596
msgid "The Long Dark (2)"
msgstr ""

#. [time]: id=long_dark3
#: data/core/macros/schedules.cfg:610
msgid "The Long Dark (3)"
msgstr ""

#. [time]: id=long_dark4
#: data/core/macros/schedules.cfg:622
msgid "The Long Dark (4)"
msgstr ""

#: data/core/macros/special-notes.cfg:3
msgid ""
"\n"
"\n"
"Special Notes:"
msgstr ""
"\n"
"\n"
"Īpašas piezīmes:"

#: data/core/macros/special-notes.cfg:8
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 pār atklātu ūdeni."

#: data/core/macros/special-notes.cfg:11
msgid ""
" This unit’s arcane attack deals tremendous damage to magical creatures, and "
"even some to mundane creatures."
msgstr ""
" Šīs vienības mistikas uzbrukums rada satriecošus bojājumus maģiskajiem "
"radījumiem, un kaut kādus arī pasaulīgajiem radījumiem."

#: data/core/macros/special-notes.cfg:14
msgid " This unit is capable of basic healing."
msgstr " Šī vienība ir spējīga veikt pamata dziedināšanu."

#: data/core/macros/special-notes.cfg:17
msgid " This unit is capable of rapid healing."
msgstr " Šī vienība ir spējīga veikt ātru dziedināšanu."

#: data/core/macros/special-notes.cfg:20
msgid ""
" This unit is capable of healing those around it, and curing them of poison."
msgstr ""
" Šī vienība ir spējīga dziedēt tai apkārtesošos, un izārstēt tos no indes."

#: data/core/macros/special-notes.cfg:23
msgid ""
" This unit is capable of neutralizing the effects of poison in units around "
"it."
msgstr " Šī vienība ir spējīga neitralizēt indes efektu apkārtesošajos."

#: data/core/macros/special-notes.cfg:26
msgid ""
" This unit regenerates, which allows it to heal as though always stationed "
"in a village."
msgstr ""
" Šī vienība reģenerējas, kas tai ļauj atveseļoties tā, it kā tā vienmēr "
"atrastos ciemā."

#: data/core/macros/special-notes.cfg:29
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 kamēr tā aizsargājas."

#: data/core/macros/special-notes.cfg:32
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 vadības spējas ļauj blakus esošajām tās pašas puses vienībām "
"nodarīt lielākus bojājumus kaujā, bet tas attiecas tikai uz zemāku līmeņu "
"vienībām."

#: data/core/macros/special-notes.cfg:35
msgid ""
" This unit’s skill at skirmishing allows it to ignore enemies’ zones of "
"control and thus move unhindered around them."
msgstr ""
" Šīs vienības strēlnieka prasmes ļauj tai ignorēt ienaidnieka kontroles "
"zonas un netraucēti pārvietoties tām apkārt."

#: data/core/macros/special-notes.cfg:38
msgid " Illumination increases the lighting level in adjacent areas."
msgstr " Izgaismošana palielina apgaismojuma līmeni blakus esošajos apgabalos."

#: data/core/macros/special-notes.cfg:41
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 tukšiem ciemiem, kurus kontrolē tā puse."

#: data/core/macros/special-notes.cfg:44
msgid ""
" In woodlands, this unit’s ambush skill renders it invisible to enemies "
"unless it is immediately adjacent or has revealed itself by attacking."
msgstr ""
" Mežos šīs vienības maskēšanās spējas padara tās neredzamas ienaidniekiem, "
"ja vien tā nav tieši blakus vai ir atklājusi sevi uzbrūkot."

#: data/core/macros/special-notes.cfg:47
msgid " This unit is able to hide at night, leaving no trace of its presence."
msgstr ""
" Šī vienība spēj slēpties naktī, neatstājot nekādas pēdas par tās klātbūtni."

#: data/core/macros/special-notes.cfg:50
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 ciemos (izņemot ūdens ciemus), un palikt nemanīta "
"tās ienaidniekiem, izņemot tos, kuri stāv tieši blakus."

#: data/core/macros/special-notes.cfg:53
msgid ""
" This unit can move unseen in deep water, requiring no air from the surface."
msgstr ""
" Šī vienība spēj pārvietoties neredzēta dziļos ūdeņos, un tai nav "
"nepieciešams gaiss no virspuses."

#: data/core/macros/special-notes.cfg:56
msgid ""
" This unit gains 1 hitpoint added to its maximum whenever it kills a living "
"unit."
msgstr ""
" Šī vienība gūst 1 veselības punktu pie tās maksimuma ikreiz, kad tā "
"nogalina dzīvojošu vienību."

#: data/core/macros/special-notes.cfg:59
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 šīs vienības neprāta uzbrukums, tā turpina "
"uzbrukumu līdz tā vai pretinieks guļ miris."

#: data/core/macros/special-notes.cfg:62
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 mērķa pretējā pusē  uzbrukuma laikā ir ienaidnieks, šī vienība var "
"iedurt mugurā, radot divkāršus bojājumus aizlienot aiz tā ienaidnieka."

#: data/core/macros/special-notes.cfg:65
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 sērgai, celsies atkal nedzīvē, ja vien tie "
"nestāv ciemā."

#: data/core/macros/special-notes.cfg:68
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 palēlināt tās ienaidniekus, samazinot uz pusi to "
"pārvietošanās ātrumu un uzbrukuma spēku līdz gājiena beigām."

#: data/core/macros/special-notes.cfg:71
msgid ""
" The ability to turn the living to stone makes this unit extremely dangerous."
msgstr " Spēja pārvērst dzīvos akmenī padara šo vienību ārkārtīgi bīstamu."

#: data/core/macros/special-notes.cfg:74
msgid ""
" This unit’s marksmanship gives it a high chance of hitting targeted "
"enemies, but only on the attack."
msgstr ""
" Šīs vienības mērķīšaušanas prasme dod tai lielas iespējas trāpīt "
"pretiniekiem, bet tikai uzbrūkot."

#: data/core/macros/special-notes.cfg:77
msgid ""
" This unit has magical attacks, which always have a high chance of hitting "
"an opponent."
msgstr ""
" Šai vienībai ir maģiski uzbrukumi, kuriem vienmēr ir liela trāpīšanas "
"iespējamība."

#: data/core/macros/special-notes.cfg:80
msgid ""
" The swarming attacks of this unit become less deadly whenever its members "
"are wounded."
msgstr ""
" Šīs vienības spietošanas uzbrukumi kļūst mazāk nāvējoši vienmēr, kad tā "
"biedri ir ievainoti."

#: data/core/macros/special-notes.cfg:83
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:86
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:89
msgid ""
" The length of this unit’s weapon allows it to strike first in melee, even "
"in defense."
msgstr ""
" Šīs vienības ieroča garums ļauj tai tuvcīņā iesist pirmajai, pat "
"aizsargājoties."

#: data/core/macros/special-notes.cfg:92
msgid ""
" The victims of this unit’s poison will continually take damage until they "
"can be cured in town or by a unit which cures."
msgstr ""
" Šīs vienības indes upuris nepārtraukti saņems bojājumus līdz to var tikt "
"izārstēt ciemā vai vienība, kura spēj ārstēt."

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:8
msgid "loyal"
msgstr "lojāls"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:9
msgid "female^loyal"
msgstr "lojāla"

#. [trait]: id=loyal
#: data/core/macros/traits.cfg:10
msgid "Zero upkeep"
msgstr "Nav jāuztur"

#. [trait]: id=undead
#: data/core/macros/traits.cfg:22
msgid "undead"
msgstr "nedzīvs"

#. [trait]: id=undead
#: data/core/macros/traits.cfg:23
msgid "female^undead"
msgstr "nedzīva"

#. [trait]: id=elemental
#. [trait]: id=mechanical
#. [trait]: id=undead
#: data/core/macros/traits.cfg:24 data/core/macros/traits.cfg:47
#: data/core/macros/traits.cfg:70
msgid "Immune to drain, poison, and plague"
msgstr "Neitekmē izsūkšana, inde un inficēšāna"

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:45
msgid "mechanical"
msgstr "mehānisks"

#. [trait]: id=mechanical
#: data/core/macros/traits.cfg:46
msgid "female^mechanical"
msgstr "mehāniska"

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:68
msgid "elemental"
msgstr "pirmatnējs"

#. [trait]: id=elemental
#: data/core/macros/traits.cfg:69
msgid "female^elemental"
msgstr "pirmatnēja"

#. [trait]: id=strong
#: data/core/macros/traits.cfg:90
msgid "strong"
msgstr "spēcīgs"

#. [trait]: id=strong
#: data/core/macros/traits.cfg:91
msgid "female^strong"
msgstr "spēcīga"

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:108
msgid "dextrous"
msgstr "veikls"

#. [trait]: id=dextrous
#: data/core/macros/traits.cfg:109
msgid "female^dextrous"
msgstr "veikla"

#. [trait]: id=quick
#: data/core/macros/traits.cfg:122
msgid "quick"
msgstr "ātrs"

#. [trait]: id=quick
#: data/core/macros/traits.cfg:123
msgid "female^quick"
msgstr "ātra"

#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:139
msgid "intelligent"
msgstr "inteliģents"

#. [trait]: id=intelligent
#: data/core/macros/traits.cfg:140
msgid "female^intelligent"
msgstr "inteliģenta"

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:152
msgid "resilient"
msgstr "izturīgs"

#. [trait]: id=resilient
#: data/core/macros/traits.cfg:153
msgid "female^resilient"
msgstr "izturīga"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:170
msgid "healthy"
msgstr "veselīgs"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:171
msgid "female^healthy"
msgstr "veselīga"

#. [trait]: id=healthy
#: data/core/macros/traits.cfg:172
msgid "Always rest heals"
msgstr "Atpūta vienmēr dziedē"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:189 data/core/macros/traits.cfg:202
msgid "fearless"
msgstr "bezbailīgs"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:190 data/core/macros/traits.cfg:203
msgid "female^fearless"
msgstr "bezbailīga"

#. [trait]: id=fearless
#: data/core/macros/traits.cfg:191 data/core/macros/traits.cfg:204
msgid "Fights normally during unfavorable times of day/night"
msgstr "Bez grūtībām cīnās arī nelabvēlīgā diennakts periodā"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:214
msgid "feral"
msgstr "savvaļas"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:215
msgid "female^feral"
msgstr "savvaļas"

#. [trait]: id=feral
#: data/core/macros/traits.cfg:216
msgid "Receives only 50% defense in land-based villages"
msgstr "Saņem tikai 50% aizsardzību uz zemes esošos ciemos"

#. [trait]: id=weak
#: data/core/macros/traits.cfg:232
msgid "weak"
msgstr "vājš"

#. [trait]: id=weak
#: data/core/macros/traits.cfg:233
msgid "female^weak"
msgstr "vāja"

#. [trait]: id=slow
#: data/core/macros/traits.cfg:250
msgid "slow"
msgstr "gauss"

#. [trait]: id=slow
#: data/core/macros/traits.cfg:251
msgid "female^slow"
msgstr "gausa"

#. [trait]: id=dim
#: data/core/macros/traits.cfg:267
msgid "dim"
msgstr "bāls"

#. [trait]: id=dim
#: data/core/macros/traits.cfg:268
msgid "female^dim"
msgstr "bāla"

#. [trait]: id=aged
#: data/core/macros/traits.cfg:280
msgid "aged"
msgstr "gados"

#. [trait]: id=aged
#: data/core/macros/traits.cfg:281
msgid "female^aged"
msgstr "gados"

#. [race]: id=bats
#: data/core/units.cfg:43
msgid "race^Bat"
msgstr "Sikspārnis"

#. [race]: id=bats
#: data/core/units.cfg:44
msgid "race+female^Bat"
msgstr "Sikspārne"

#. [race]: id=bats
#: data/core/units.cfg:45
msgid "race^Bats"
msgstr "Sikspārņi"

#. [race]: id=bats
#: data/core/units.cfg:46
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=drake
#: data/core/units.cfg:55
msgid "race^Drake"
msgstr "Dreiks"

#. [race]: id=drake
#: data/core/units.cfg:56
msgid "race+female^Drake"
msgstr "Dreice"

#. [race]: id=drake
#: data/core/units.cfg:57
msgid "race^Drakes"
msgstr "Dreiki"

#. [race]: id=drake
#: data/core/units.cfg:58
#, fuzzy
#| msgid ""
#| "Drakes are large, winged and fire-breathing creatures, reminiscent of "
#| "true dragons. On average, an adult drake stands around three meters tall "
#| "and easily weighs more than a man and a horse combined. Their skin is "
#| "made up of hard scales, resistant to most physical strikes except "
#| "piercing and cold damage. Most drakes are capable of true flight and can "
#| "travel long distances quickly. However, their sheer weight and bulk "
#| "limits their flight ability somewhat, making them ungainly in the air. "
#| "Where possible, they make use of terrain features such as hills, "
#| "mountains and trees as launch points in order to gain greater height and "
#| "speed. Fortunately for their enemies, they are still quite clumsy "
#| "creatures and surprisingly slow in combat. This, combined with their "
#| "large size, renders them easy targets for those who dare attack them.\n"
#| "\n"
#| "Drakes are inherently magical creatures, with a mysterious internal fire "
#| "fueling their very lives. This can easily be witnessed when one of their "
#| "kind perishes in combat; its internal fire is released, burning their "
#| "remains in to ashes. Their internal fire is also their greatest weakness; "
#| "it makes them extremely vulnerable to cold attacks. Despite their magical "
#| "nature, drakes are incapable of channeling magic in a controlled manner. "
#| "While the magic imbued within a drake’s body enables it to spit fire and "
#| "gives it life, they have no willful control over its 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 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, they "
"are still quite clumsy creatures and surprisingly slow in combat. This, "
"combined with their large size, renders them easy targets for those who dare "
"attack them.\n"
"\n"
"Drakes are inherently magical creatures, with a mysterious internal fire "
"fueling their very lives. This can easily be witnessed when one of their "
"kind perishes in combat; its internal fire is released, burning their "
"remains in to ashes. Their internal fire is also their greatest weakness; it "
"makes them extremely vulnerable to cold attacks. Despite their magical "
"nature, drakes are incapable of channeling magic in a controlled manner. "
"While the magic imbued within a drake’s body enables it to spit fire and "
"gives it life, they have no willful control over the functions of this "
"magic.\n"
"\n"
"<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."
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:91
msgid "race^Dwarf"
msgstr "Rūķis"

#. [race]: id=dwarf
#: data/core/units.cfg:92
msgid "race+female^Dwarf"
msgstr "Rūķe"

#. [race]: id=dwarf
#: data/core/units.cfg:93
msgid "race^Dwarves"
msgstr "Rūķi"

#. [race]: id=dwarf
#: data/core/units.cfg:94
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:111
msgid "race^Elf"
msgstr "Elfs"

#. [race]: id=elf
#: data/core/units.cfg:112
msgid "race+female^Elf"
msgstr "Elfa"

#. [race]: id=elf
#: data/core/units.cfg:113
msgid "race^Elves"
msgstr "Elfi"

#. [race]: id=elf
#: data/core/units.cfg:115
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."

#. [race]: id=falcon, description=
#: data/core/units.cfg:132
#, fuzzy
#| msgid "race^Human"
msgid "race^Falcon"
msgstr "Cilvēks"

#. [race]: id=falcon, description=
#: data/core/units.cfg:133
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Falcon"
msgstr "Cilvēks"

#. [race]: id=falcon, description=
#: data/core/units.cfg:134
#, fuzzy
#| msgid "race^Humans"
msgid "race^Falcons"
msgstr "Cilvēki"

#. [race]: id=goblin
#: data/core/units.cfg:145
msgid "race^Goblin"
msgstr "Goblins"

#. [race]: id=goblin
#: data/core/units.cfg:146
msgid "race+female^Goblin"
msgstr "Gobline"

#. [race]: id=goblin
#: data/core/units.cfg:147
msgid "race^Goblins"
msgstr "Goblini"

#. [race]: id=goblin
#: data/core/units.cfg:148
msgid ""
"Goblins are, despite their appearance, born as siblings to the orcs and "
"members of the same race. While other races usually bear children singly or "
"in pairs, orcs will have large litters of children all at once, causing "
"their populations to explode rather quickly. Within any litter, there will "
"only be one or two true orcs, who will grow to the full size and strength of "
"their race. A few more will be half-orcs, notably weaker than their big "
"brothers, and relegated to supporting roles in combat, such as archery. The "
"rest, often a full half of more of any litter, will be goblins. Goblins are "
"puny and quite frail, rarely growing past the size and stature of a human "
"child. Goblins are born into a lifetime of near-slavery to their larger kin, "
"and used as sword-fodder in battle. They thrive in spite of their tragic "
"fate; in part because they are so very numerous, and also because their "
"brother orcs are well aware how dependent they are on the goblins.\n"
"\n"
"Goblins perform the bulk of manual labor needed by the orcs, with the sole "
"exception of jobs that require the brute strength of true orcs. Those the "
"orcs revel in as proof of their prowess."
msgstr ""
"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, description=
#: data/core/units.cfg:163
msgid "race^Gryphon"
msgstr "Grifs"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:164
msgid "race+female^Gryphon"
msgstr "Grifene"

#. [race]: id=gryphon, description=
#: data/core/units.cfg:165
msgid "race^Gryphons"
msgstr "Grifi"

#. [race]: id=human
#: data/core/units.cfg:181
msgid "race^Human"
msgstr "Cilvēks"

#. [race]: id=human
#: data/core/units.cfg:182
msgid "race+female^Human"
msgstr "Cilvēks"

#. [race]: id=human
#: data/core/units.cfg:183
msgid "race^Humans"
msgstr "Cilvēki"

#. [race]: id=human
#: data/core/units.cfg:184
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."
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 iemācīties to kontrolēt, turklāt spēj apgūt vairāk "
"veidu, kā lielākā daļa citu. Tiem nav nekādu papildu spēju izņemtot to "
"daudzpusību un sparu. Lai gan bieži tie ir nesaskaņās ar citām rasēm, reizēm "
"tie spēj veidot aliances ar tādām mazāk agresīvām rasēm kā elfi un rūķi. "
"Mazāk sīkumainie nekavējas nolīgt arī orku algotņus. Tiem nav dabisko "
"ienaidnieku, lai gan 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 Troņa. Cilvēki pirmoreiz Dižajā kontinentā "
"parādījās no salas tālu aiz okeāna rietumos, Zaļās salas, un ātri nodibināja "
"savu galvaspilsētu iekšzemes pilsētā Veldūnā. Sekojošajos gadsimtos viņi ir "
"uzbūvējuši vairākas pilsētas visā kontinentā. Vesnotas Troņa kareivji sargā "
"valsti, veidojot visorganizētāko militāro spēku zināmajā pasaulē. Tā "
"kareivji nāk no galvenajām provincēm, kur visi vīri tiek iesaukti jau agrā "
"jaunībā.\n"
"\n"
"<header>text='Klana locekļi'</header>\n"
"Vesnotas austrumu provincēs, kas pazīstamas kā Klana mājas zemes, ir vairāk "
"atklātu līdzenumu un viļņainu pauguru, kā vairāk civilizētajās rietumu "
"provincēs. Tās ir Zirgu klanu mājas, kuras ir sabiedrotās ar Vesnotas Troni, "
"bet darbojas neatkarīgi un saglabā paši savu identitāti. Daži to uzskata par "
"nodevu maksātāju pavalsti, kas sūta pārtiku un kareivjus Tronim apmaiņā pret "
"aizsardzību. Citi saka, ka tie ir vienlīdzīgi ar Vesnotas rietumu pusi. "
"Jebkurā gadījumā, austrumu provincēm nav tādas obligātās armijas kā rietumu "
"Vesnotai. 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 civilizētie karavīri, un abu šo grupu "
"spēki un vājības papildina viens otru."

#. [race]: id=khalifate
#: data/core/units.cfg:199
#, fuzzy
#| msgid "race^Human"
msgid "race^Khalifate Human"
msgstr "Cilvēks"

#. [race]: id=khalifate
#: data/core/units.cfg:200
#, fuzzy
#| msgid "race+female^Human"
msgid "race+female^Khalifate Human"
msgstr "Cilvēks"

#. [race]: id=khalifate
#: data/core/units.cfg:201
#, fuzzy
#| msgid "race+plural^Mechanical"
msgid "race+plural^Khalifate"
msgstr "Mehānismi"

#. [race]: id=khalifate
#: data/core/units.cfg:202
msgid "This race does not have a description yet."
msgstr ""

#. [race]: id=lizard, description=
#: data/core/units.cfg:213
msgid "race^Saurian"
msgstr "Rāpulis"

#. [race]: id=lizard, description=
#: data/core/units.cfg:214
msgid "race+female^Saurian"
msgstr "Rāpule"

#. [race]: id=lizard, description=
#: data/core/units.cfg:215
msgid "race^Saurians"
msgstr "Rāpuļi"

#. [race]: id=mechanical
#: data/core/units.cfg:225
msgid "race^Mechanical"
msgstr "Mehānims"

#. [race]: id=mechanical
#: data/core/units.cfg:226
msgid "race+plural^Mechanical"
msgstr "Mehānismi"

#. [race]: id=mechanical
#: data/core/units.cfg:227
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:236
msgid "race^Merman"
msgstr "Ūdensvīrs"

#. [race]: id=merman
#: data/core/units.cfg:237
msgid "race^Mermaid"
msgstr "Nāra"

#. [race]: id=merman
#: data/core/units.cfg:238
msgid "race^Mermen"
msgstr "Nāras"

#. [race]: id=merman
#: data/core/units.cfg:240
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:248
msgid "race^Monster"
msgstr "Briesmonis"

#. [race]: id=monster
#: data/core/units.cfg:249
msgid "race+female^Monster"
msgstr "Briesmone"

#. [race]: id=monster
#: data/core/units.cfg:250
msgid "race^Monsters"
msgstr "Briesmoņi"

#. [race]: id=monster
#: data/core/units.cfg:251
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:258
msgid "race^Naga"
msgstr "Nāga"

#. [race]: id=naga
#: data/core/units.cfg:259
msgid "race^Nagini"
msgstr "Nāgans"

#. [race]: id=naga
#: data/core/units.cfg:260
msgid "race^Nagas"
msgstr "Nāgas"

#. [race]: id=naga
#: data/core/units.cfg:261
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:269
msgid "race^Ogre"
msgstr "Cilvēkēdājs"

#. [race]: id=ogre
#: data/core/units.cfg:270
msgid "race+female^Ogre"
msgstr "Cilvēkēdāja"

#. [race]: id=ogre
#: data/core/units.cfg:271
msgid "race^Ogres"
msgstr "Cilvēkēdāji"

#. [race]: id=ogre
#: data/core/units.cfg:272
#, fuzzy
#| msgid ""
#| "Ogres are a wild and uncivilized race who dwell mainly in the wilderness "
#| "of the Great Continent. Physically, they resemble humans and orcs but are "
#| "larger and stronger. Even their adolescents are more than a match for "
#| "most men. Ogres are distrusted in many populated areas and usually either "
#| "avoid them or are driven out by force. Instead, they lurk the mountainous "
#| "areas on the edges of civilization, where hungry ogre bandits provide a "
#| "constant threat to travelers and caravans. While ogres are not "
#| "particularly intelligent or quick, their toughness and physical strength "
#| "make them a valuable asset in the armies of other races. They are "
#| "especially valued by more ruthless commanders who don't mind the ogres' "
#| "brutality. Little is known about their biology or society, if they can "
#| "truly be said to have one, but they are said to attack alongside wolves "
#| "and other beasts. Whether this is a sign of cooperation, domestication, "
#| "or simply mutual opportunism is not known."
msgid ""
"Ogres are a wild and uncivilized race who dwell mainly in the wilderness of "
"the Great Continent. Physically, they resemble humans and orcs but are "
"larger and stronger. Even their adolescents are more than a match for most "
"men. Ogres are distrusted in many populated areas and usually either avoid "
"them or are driven out by force. Instead, they lurk the mountainous areas on "
"the edges of civilization, where hungry ogre bandits provide a constant "
"threat to travelers and caravans. While ogres are not particularly "
"intelligent or quick, their toughness and physical strength make them a "
"valuable asset in the armies of other races. They are especially valued by "
"more ruthless commanders who don’t mind the ogres’ brutality. Little is "
"known about their biology or society, if they can truly be said to have one, "
"but they are said to attack alongside wolves and other beasts. Whether this "
"is a sign of cooperation, domestication, or simply mutual opportunism is not "
"known."
msgstr ""
"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:280
msgid "race^Orc"
msgstr "Orks"

#. [race]: id=orc
#: data/core/units.cfg:281
msgid "race+female^Orc"
msgstr "Orka"

#. [race]: id=orc
#: data/core/units.cfg:282
msgid "race^Orcs"
msgstr "Orki"

#. [race]: id=orc
#: data/core/units.cfg:283
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 "
"it’s most commonly used to trade insults or threats among tribal leaders.\n"
"\n"
"Orc societies are based on little else but strength; might makes right, and "
"a leader leads and survives only as long as no one manages to wrest the "
"title from him. A constant struggle for power simmers among potential tribal "
"chiefs. An orcish leader rarely lives more than a handful of years to enjoy "
"his absolute authority before being killed for his position — although "
"history knows some notable exceptions. Orcs hold no particular honor code "
"and while indisputable raw strength is usually the preferred method of "
"displaying power, assassination, poisoning and backstabbing are completely "
"viable means to further one’s own goals.\n"
"\n"
"Orcs mostly live in rural areas, often in foothills or mountainous regions, "
"sometimes in caves. They grow no crops nor keep livestock, but are competent "
"hunters as a result of their physical stature and brutality. Due to their "
"large numbers they are capable of hunting an area virtually clean of "
"anything larger than rodents in relatively short period of time. Due to this "
"and their unstable leadership, orcish tribes tend to lead a semi-nomadic "
"lifestyle, never settling in one region for too long. The larger tribes may "
"establish themselves firmly in an area for years or even decades and build "
"large encampments almost resembling cities, but even these are easily "
"dismantled and abandoned if there is a need to relocate the horde.\n"
"\n"
"The oldest known orcs have been around 50 to 60 years of age, but very few "
"individuals ever live to see over two or three decades before meeting their "
"end either in war or by the hand of one of their kin. The oldest orcs are "
"often shamans, which are perhaps the only ones most of their kind sees as "
"being trustworthy and neutral. The origins of this custom are unknown, as "
"the shamans do not directly contribute much to orcish societies but only act "
"as advisors — not something orcs tend to otherwise tolerate. Shamans are in "
"many ways the opposite of most other orcs: they are often physically "
"withered and frail in comparison and lack skill in battle. Despite their "
"reliance on raw strength, not nearly all orcs are destined to grow to "
"possess any. Many orcs are born smaller and weaker than the rest, and "
"already almost as newborns are put in their place by their stronger "
"siblings. The stronger ones will routinely grab most of the food and thus "
"grow stronger still, while their weaker siblings do not. Many of these "
"individuals tend to specialize in other skills, like archery or "
"assassination."
msgstr ""
"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=troll
#: data/core/units.cfg:299
msgid "race^Troll"
msgstr "Trollis"

#. [race]: id=troll
#: data/core/units.cfg:300
msgid "race+female^Troll"
msgstr "Trolle"

#. [race]: id=troll
#: data/core/units.cfg:301
msgid "race^Trolls"
msgstr "Troļļi"

#. [race]: id=troll
#: data/core/units.cfg:302
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."
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:322
msgid "race^Undead"
msgstr "Nedzīvais"

#. [race]: id=undead
#: data/core/units.cfg:323
msgid "race+female^Undead"
msgstr "Nedzīvā"

#. [race]: id=undead
#: data/core/units.cfg:324
msgid "race+plural^Undead"
msgstr "Nedzīvie"

#. [race]: id=undead
#: data/core/units.cfg:325
#, 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 it’s master. Only rarely, perhaps once every few "
#| "months, does the necromancer need to maintain his creation.\n"
#| "\n"
#| "Necromancy is almost solely limited to humans. Even the legends of "
#| "magically apt races like elves and mermen tell of very few of their kind "
#| "who have ever delved in the dark arts. It is surmised that necromantic "
#| "magic requires great adaptability and a flexible mind, extremes of which "
#| "are most commonly found in humans. The ultimate goal of most necromancers "
#| "is to turn the same art of preserving and imbuing life upon themselves, "
#| "to alter themselves at whatever cost, to ultimately escape death by "
#| "preserving their own mind and spirit.\n"
#| "\n"
#| "<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. 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."
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, description=
#: data/core/units.cfg:338
msgid "race^Wolf"
msgstr "Vilks"

#. [race]: id=wolf, description=
#: data/core/units.cfg:339
msgid "race+female^Wolf"
msgstr "Vilcene"

#. [race]: id=wolf, description=
#: data/core/units.cfg:340
msgid "race^Wolves"
msgstr "Vilki"

#. [race]: id=wose
#: data/core/units.cfg:350
msgid "race^Wose"
msgstr "Voss"

#. [race]: id=wose
#: data/core/units.cfg:351
msgid "race^Woses"
msgstr "Vosi"

#. [race]: id=wose
#: data/core/units.cfg:352
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."
msgstr ""

#: src/help.cpp:52
msgid "Help"
msgstr "Palīdzība"

#: src/help.cpp:1154
msgid "<header>text='Units having this special attack'</header>"
msgstr "<header>text='Vienības ar šo speciālo uzbrukumu'</header>"

#: src/help.cpp:1220
msgid "<header>text='Units having this ability'</header>"
msgstr "<header>text='Vienības ar šo spēju'</header>"

#: src/help.cpp:1253
msgid "Leaders:"
msgstr "Līderi:"

#: src/help.cpp:1262
msgid "Recruits:"
msgstr "Iesauktie:"

#: src/help.cpp:1276
msgid "Era:"
msgstr "Ēra:"

#: src/help.cpp:1284
msgid "Factions:"
msgstr "Frakcijas:"

#: src/help.cpp:1294
msgid "Factions are only used in multiplayer"
msgstr "Frakcijas tiek izmantotas tikai daudzspēlētāju spēlē."

#: src/help.cpp:1327
#, fuzzy
#| msgid "Terrain"
msgid "Base Terrain: "
msgstr "Apvidus"

#: src/help.cpp:1410
msgid "level"
msgstr "pakāpe"

#: src/help.cpp:1443
msgid "Advances from: "
msgstr "Attīstās no: "

#: src/help.cpp:1445
msgid "Advances to: "
msgstr "Attīstās uz: "

#: src/help.cpp:1470
msgid "Base unit: "
msgstr ""

#: src/help.cpp:1475
msgid "Base units: "
msgstr ""

#: src/help.cpp:1493
#, fuzzy
#| msgid "Factions:"
msgid "Variations: "
msgstr "Frakcijas:"

#: src/help.cpp:1517 src/help.cpp:1894 src/help.cpp:2038
msgid "race^Miscellaneous"
msgstr "Dažādi"

#: src/help.cpp:1519
msgid "Race: "
msgstr "Rase: "

#: src/help.cpp:1526
msgid "Abilities: "
msgstr "Spējas: "

#: src/help.cpp:1542
msgid "Ability Upgrades: "
msgstr "Spēju uzlabojumi:"

#: src/help.cpp:1557
msgid "HP: "
msgstr "Veselība: "

#: src/help.cpp:1558
msgid "Moves: "
msgstr "Gājieni: "

#: src/help.cpp:1560
msgid "Vision: "
msgstr ""

#: src/help.cpp:1562
msgid "Jamming: "
msgstr ""

#: src/help.cpp:1563
msgid "Cost: "
msgstr "Izmaksas: "

#: src/help.cpp:1564
msgid "Alignment: "
msgstr "Īpašība: "

#: src/help.cpp:1568
msgid "Required XP: "
msgstr "Nepieciešamie PP: "

#: src/help.cpp:1577
msgid "unit help^Attacks"
msgstr "Uzbrukumi"

#: src/help.cpp:1584
msgid "unit help^Name"
msgstr "Nosaukums"

#: src/help.cpp:1585
msgid "Type"
msgstr "Tips"

#: src/help.cpp:1586
msgid "Strikes"
msgstr "Sitieni"

#: src/help.cpp:1587
msgid "Range"
msgstr "Diapazons"

#: src/help.cpp:1588
msgid "Special"
msgstr "Īpašība"

#: src/help.cpp:1637
msgid "Resistances"
msgstr "Izturība"

#: src/help.cpp:1641
msgid "Attack Type"
msgstr "Uzbrukuma tips"

#: src/help.cpp:1642
msgid "Resistance"
msgstr "Izturība"

#: src/help.cpp:1672
msgid "Terrain Modifiers"
msgstr "Apvidus modifikatori"

#: src/help.cpp:1676
msgid "Terrain"
msgstr "Apvidus"

#: src/help.cpp:1677
msgid "Defense"
msgstr "Aizsardzība"

#: src/help.cpp:1678
msgid "Movement Cost"
msgstr "Pārvietošanās izmaksas"

#: src/help.cpp:1682
msgid "Vision Cost"
msgstr ""

#: src/help.cpp:1685
msgid "Jamming Cost"
msgstr ""

#: src/help.cpp:2044
msgid "<header>text='Units of this race'</header>"
msgstr "<header>text='Šīs rases vienības'</header>"

#: src/help.cpp:2956
msgid " < Back"
msgstr " < Atpakaļ"

#: src/help.cpp:2957
msgid "Forward >"
msgstr "Uz priekšu >"

#: src/help.cpp:3065
msgid "Reference to unknown topic: "
msgstr "Atsauce uz nezināmu tematu: "

#: src/help.cpp:3321
msgid "corrupted original file"
msgstr "sabojāts oriģinālais fails"

#: src/help.cpp:3433
msgid "Close"
msgstr "Aizvērt"

#: src/help.cpp:3436
msgid "The Battle for Wesnoth Help"
msgstr "Kaujas par Vesnotu palīdzība"

#: src/help.cpp:3492
msgid "Parse error when parsing help text: "
msgstr "Parsēšanas kļūda palīdzības tekstā: "

#~ msgid "Caste"
#~ msgstr "Pils"

#~ 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 ""
#~ "Tā <ref>dst='aerie' text='ligzdas'</ref> daļa, kur nesaprātīgie "
#~ "<ref>dst='breeder' text='audzētāji'</ref> dzīvo zem <ref>dst='dominant' "
#~ "text='dominanta'</ref> acīm."

#~ 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 atklātai jūrai, 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"

#, fuzzy
#~| msgid ""
#~| "New Continent -- 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."
#~ 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 ""
#~ "Jaunais kontinents — dižais kontinents austrumos no <ref>dst='morogor' "
#~ "text='Morogoras'</ref>. Dreiki par tā esamību nezin līdz Galuna lidojumam."

#~ 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 "Dominējošs"

#~ 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='audzētājiem'</ref>. Retos gadījumos viņš var dot citiem pārošanās "
#~ "tiesības."

#~ msgid "Vulcaniad"
#~ msgstr "Vulkaniāds"

#~ 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 "Audzētājs"

#~ 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 (dreicene). Tās ir retums, jo <ref>dst='egg' "
#~ "text='olas'</ref>, kuras kļūst par audzētājiem prasa īpašu uzmanību. Tā "
#~ "pat audzētāju skaits ir ierobežots un atkarīgs no apkārt esošo "
#~ "neaudzētāju skaita, jo audzētāji nespēj sagādāt sev barību perēšanas "
#~ "laikā. Dreiku audzētāji kļūst auglīgi pēc nākamās <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 caur hormonālai metamorfozei, kas padara "
#~ "to spējīgu pāroties ar <ref>dst='breeder' text='audzētājiem'</ref>. "
#~ "Hormona sekrēciju izraisa medību un cīņu darbības, kurās dreiks ir "
#~ "iesaistīts."

#~ msgid "Ascendant"
#~ msgstr "Valdošs"

#~ 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 atzinīgas 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='vulkaniādu'</"
#~ "ref> un <ref>dst=breeding_cycle text='vairošanās ciklu'</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 rakstītā valoda. <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 "Flat"
#~ msgstr "Līdzenums"

#~ msgid ""
#~ "<italic>text='Grassland'</italic> represents open plains, whether "
#~ "cultivated, cut back for grazing, or wild. Being open ground, grassland "
#~ "is both very easy to move across, but is also difficult to defend oneself "
#~ "in. Typically, those units that perform best on grassland are either "
#~ "cavalry, or very agile units which take advantage of the open space.\n"
#~ "\n"
#~ "Most units have defense of 30 to 40% on grassland."
#~ msgstr ""
#~ "<italic>text='Līdzenumi'</italic> parasti ir plašas pļavas, kas tiek "
#~ "kultivētas (pļautas) vai ir mežonīgas. Tā kā tā ir atklāta zeme, "
#~ "līdzenumos ir viegli pārvietoties, bet grūti aizstāvēties. Parasti tur "
#~ "visspēcīgākie ir jātnieki vai ļoti žiglas vienības, kuras izmanto plašumu "
#~ "savā labā.\n"
#~ "\n"
#~ "Vairumam vienību aizsardzība līdzenumā ir no 30 līdz 40%."

#~ msgid "Road"
#~ msgstr "Ceļš"

#~ msgid ""
#~ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many "
#~ "travelers passing over them. As far as gameplay is concerned, roads "
#~ "behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Ceļi'</italic> ir nobradātas dubļu takas, kas veidojušies "
#~ "daudziem ceļotājiem ejot pāri. Spēlē ceļi uzvedas kā "
#~ "<ref>dst='terrain_flat' text='līdzens'</ref> apvidus.\n"
#~ "\n"

#~ msgid "Forest"
#~ msgstr "Mežs"

#~ msgid ""
#~ "<italic>text='Forests'</italic> represent any woodland with significant "
#~ "undergrowth, enough to hinder passage. Though they slow nearly everyone "
#~ "down, forests do offer better defense to most units than open ground. "
#~ "Cavalry, however, have so much trouble navigating them that any benefit "
#~ "gained by stealth is negated. Elves are an exception to this general rule "
#~ "for forests. Not only do they possess full movement in forests, but they "
#~ "also gain a considerable defensive bonus. Dwarves are another exception "
#~ "to this rule; though they are able to plow through the forests without "
#~ "much loss of speed, their utter unfamiliarity with the terrain causes "
#~ "them to receive no defensive bonus.\n"
#~ "\n"
#~ "Most units have 50% defense in forests, but cavalry are limited to 30%. "
#~ "Elves, on the other hand, enjoy 60 to 70% defense, even their mounted "
#~ "units. Dwarves generally receive only 30% defense in forests.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Meži'</italic> ir jebkura koku audze ar vērā ņemamu pamežu, "
#~ "pietiekamu, lai apgrūtinātu pārvietošanos. Lai gan tie kavē gandrīz "
#~ "visus, meži dod labāku aizsardzību kā atklātās vietas vairumam vienību. "
#~ "Tomēr kavalērijai ir tādas grūtības pārvietoties caur tiem, ka jebkurš "
#~ "aizsega ieguvums tiek zaudēts. Izņēmums šim mežu vispārējam likumam ir "
#~ "elfi. Ne vien tie brīvi pārvietojas mežā, bet arī to aizsardzības "
#~ "pieaugums ir nozīmīgs. Vēl viens izņēmums ir rūķi, lai gan tie spēj "
#~ "griezt cauri mežam īpaši nezaudējot ātrumu, tie ir pilnīgi nepazīstami ar "
#~ "šo vidi, kas liedz tiem saņemt papildus aizsardzību.\n"
#~ "\n"
#~ "Vairumam vienību ir 50% aizsardzība mežos, bet kavalēristiem tā ir "
#~ "ierobežota līdz 30%. Turpretim elfi izbauda 60 līdz 70% aizsardzības "
#~ "līmeni, pat to jātnieku vienības. Rūķi parasti saņem tikai 30% "
#~ "aizsardzību mežos.\n"
#~ "\n"

#~ msgid "Hills"
#~ msgstr "Pauguri"

#~ msgid ""
#~ "<italic>text='Hills'</italic> represent any reasonably rough terrain, "
#~ "with enough dips and rises in the ground to provide some cover. Hills are "
#~ "difficult for most troops to navigate. Dwarves, trolls, and orcs have "
#~ "enough familiarity with the terrain that they can pass through it without "
#~ "being slowed down. Cavalry have enough trouble navigating the terrain "
#~ "that any defensive aid lent by cover is negated.\n"
#~ "\n"
#~ "Most units have about 50% defense in hills, whereas cavalry are limited "
#~ "to 40%. Dwarves enjoy 60% defense in hills.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Pauguri'</italic> ir samērā nelīdzens apvidus ar pietiekamu "
#~ "skaitu zemes ieplaku un pacēlumu, lai dotu kaut kādu aizsegu. Paugurainē "
#~ "vairumam vienību ir grūtības pārvietoties. Rūķi, troļļi un orki ir "
#~ "pietiekami pazīstami ar apvidu, lai varētu to šķērsot nesamazinot ātrumu. "
#~ "Kavalēristiem ir tik lielas problēmas pārvietoties, ka tiek atsvērts "
#~ "jebkurš apvidus dotais aizsegs.\n"
#~ "\n"
#~ "Vairumam vienību ir 50% aizsardzība pauguros, kamēr kavalēristiem tā ir "
#~ "ierobežota līdz 40%. Rūķi tur izbauda 60% aizsardzību.\n"
#~ "\n"

#~ msgid "Mountains"
#~ msgstr "Kalni"

#~ msgid ""
#~ "<italic>text='Mountains'</italic> are steep enough that units often have "
#~ "to climb over obstacles to move. By this nature, they provide a "
#~ "considerable defensive bonus for most troops, but they also severely "
#~ "impede any passage through them. Most cavalry simply cannot enter "
#~ "mountainous terrain; however, elvish cavalry is an exception to this, as "
#~ "are the goblin wolf riders. Both dwarves and trolls are native to "
#~ "mountainous terrain, and have a very easy time getting around.\n"
#~ "\n"
#~ "Most units receive about 60% defense in mountains, whereas Dwarves enjoy "
#~ "70%."
#~ msgstr ""
#~ "<italic>text='Kalni'</italic> ir pietiekami stāvi, lai vienībām bieži "
#~ "nāktos rāpties pāri šķēršļiem, lai pārvietotos. Tie dod dabīgu "
#~ "aizsardzības papildinājumu lielākajai daļai vienību, bet tie arī spēcīgi "
#~ "apgrūtina jebkuru pāriešanu tiem pāri. Lielākā daļa kavalēristu vispār "
#~ "nespēj ieiet kalnainā apvidū, lai gan elfu jātnieki ir izņēmums, tā pat "
#~ "kā goblinu vilku jātnieki. Gan rūķi, gan troļļi ir kalnu dabīgie "
#~ "iemītnieki, un tiem ir ļoti viegli tur pārvietoties.\n"
#~ "\n"
#~ "Vairums vienību kalnos saņem aptuveni 60% aizsardzību, bet rūķi izbauda "
#~ "70% aizsardzību."

#~ msgid "Swamp"
#~ msgstr "Purvs"

#~ msgid ""
#~ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps "
#~ "slow down nearly everyone, and inhibit their ability to defend "
#~ "themselves. An exception to this is any race bodily skilled in navigating "
#~ "water; these receive both full movement and a defensive bonus. Those that "
#~ "make their living in the wetlands are also adept at using this terrain "
#~ "for cover.\n"
#~ "\n"
#~ "Most units make do with 30% defense in swamps. Mermen, naga, and saurians "
#~ "all generally enjoy 60%."
#~ msgstr ""
#~ "<italic>text='Purvi'</italic> pārstāv jebkura veida slapjās zemes. Purvi "
#~ "palēlina gandrīz visus, un apgrūtina to spēju aizsargāties. Izņēmums ir "
#~ "jebkura suga, kuras ķermenis ir piemērots kustībai ūdenī, tās var gan "
#~ "netraucēti pārvietoties, gan arī tām ir priekšrocības aizsargājoties. "
#~ "Tie, kuri dzīvo šajās slapjajās zemēs, arī ir lietpratēji šī apvidus "
#~ "izmantošanā aizsegam.\n"
#~ "\n"
#~ "Lielākajai daļai vienību ir jāiztiek ar 30% aizsardzību purvos, bet "
#~ "nāras, nāgas un rāpuļi parasti izbauda 60% aizsardzību."

#~ msgid "Shallow Water"
#~ msgstr "Sekls ūdens"

#~ msgid ""
#~ "<italic>text='Shallow water'</italic> represents any body of water deep "
#~ "enough to come up to roughly a man’s waist. This is enough to slow down "
#~ "nearly anyone and leave them wide open to attack. Dwarves, given that the "
#~ "water reaches up almost to their heads, have an extremely hard time of "
#~ "this. The exception is any race whose bodies naturally lend themselves to "
#~ "swimming, for which they receive a considerable defensive bonus and full "
#~ "movement.\n"
#~ "\n"
#~ "Most units make do with 20 to 30% defense in shallow water, whereas both "
#~ "naga and mermen enjoy 60%."
#~ msgstr ""
#~ "Par <italic>text='seklu ūdeni'</italic> tiek uzskatīta jebkura "
#~ "ūdenskrātuves daļa, kas ir pietiekami dziļa, lai sasniegtu cilvēka "
#~ "vidukli. Tas ir pietiekami, lai palēlinātu tik pat kā visus, un atstātu "
#~ "tos atklātus uzbrukumam. Rūķiem, ņemot vērā, ka ūdens tiem sniedzas "
#~ "gandrīz līdz kaklam, ir īpaši grūti šādā situācijā. Izņēmums ir rases, "
#~ "kuru ķermeņi ir dabīgi piemēroti peldēšanai, tādēļ tie saņem ievērojamu "
#~ "aizsardzības pieaugumu un var pārvietoties netraucēti.\n"
#~ "\n"
#~ "Lielākā daļa vienību iztiek ar 20% līdz 30% aizsardzību ūdenī, kamēr gan "
#~ "nāgas, gan nāras izbauda 60%."

#~ msgid "Deep Water"
#~ msgstr "Dzelme"

#~ msgid ""
#~ "<italic>text='Deep water'</italic> represents any body of water deep "
#~ "enough to cover a man’s head. Most units cannot enter deep water: it is "
#~ "the domain of units which can either fly, or are exceptionally strong "
#~ "swimmers.\n"
#~ "\n"
#~ "Mermen and naga both receive 50% defense in deep water, with full "
#~ "movement."
#~ msgstr ""
#~ "<italic>text='Dziļš ūdens'</italic> ir jebkurā ūdenstilpnes daļā, kur tas "
#~ "ir pāri cilvēka galvai. Lielākā daļa vienību nevar ieiet dziļā ūdenī: "
#~ "tajā valda vienības, kuras spēj vai nu lidot, vai ir ārkārtīgi labi "
#~ "peldētāji.\n"
#~ "\n"
#~ "Nārām un nāgām ir 50% aizsardzība dziļā ūdenī, un netraucēta "
#~ "pārvietošanās."

#~ msgid "Frozen"
#~ msgstr "Sasalums"

#~ msgid ""
#~ "<italic>text='Frozen'</italic> terrain represents any flat area that is "
#~ "covered by snow or ice. Most units are slowed down on it, and have a "
#~ "harder time defending themselves. Note that swimming units, even those "
#~ "who can breathe underwater, cannot swim underneath ice.\n"
#~ "\n"
#~ "Most units have 20 to 40% defense in frozen terrain."
#~ msgstr ""
#~ "<italic>text='Sasaluma'</italic> apvidus ir jebkurš līdzens apgabals, kas "
#~ "klāts ar sniegu un ledu. Lielākā daļa vienību tajā pārvietojas lēnāk, un "
#~ "tām ir grūtāk aizstāvēties. Ņem vērā, ka peldošās vienības (pat tās, "
#~ "kuras spēj elpot zem ūdens) nevar peldēt zem ledus.\n"
#~ "\n"
#~ "Vairumam vienību ir 20 līdz 40% aizsardzība sasaluma apvidū."

#~ msgid "Castle"
#~ msgstr "Pils"

#, fuzzy
#~| msgid ""
#~| "<italic>text='Castles'</italic> are any sort of permanent fortification. "
#~| "Nearly all units receive a considerable bonus to their defense by being "
#~| "stationed in a castle, and all units receive full movement in a castle. "
#~| "Stationing units in a castle represents its defensive capability. "
#~| "Without a unit in each wall hex, an enemy can simply sneak into the "
#~| "castle unchallenged, gaining the same defensive bonus as everyone "
#~| "inside.\n"
#~| "\n"
#~| "Most units have about 60% defense in a castle.\n"
#~| "\n"
#~ msgid ""
#~ "<italic>text='Castles'</italic> are any sort of permanent fortification. "
#~ "Nearly all units receive a considerable bonus to their defense by being "
#~ "stationed in a castle, and most units receive full movement in a castle. "
#~ "Stationing units in a castle represents its defensive capability. Without "
#~ "a unit in each wall hex, an enemy can simply sneak into the castle "
#~ "unchallenged, gaining the same defensive bonus as everyone inside.\n"
#~ "\n"
#~ "Most units have about 60% defense in a castle.\n"
#~ "\n"
#~ msgstr ""
#~ "Par <italic>text='pilīm'</italic> tiek uzskatīti jebkuri pastāvīgi "
#~ "nocietinājumi. Gandrīz visas vienības saņem ievērojamu aizsardzības "
#~ "papildinājumu, ja tās novietotas pilī, un visas vienības spēj tur brīvi "
#~ "pārvietoties. Pils aizsardzības spējas pārstāv tajā novietotās vienības. "
#~ "Bez vienības katrā pils lauciņā, pretinieka vienība var ielavīties pilī "
#~ "netraucēta un iegūt to pašu aizsardzības pieaugumu, kā visiem tur "
#~ "esošajiem.\n"
#~ "\n"
#~ "Vairumam vienību pilī ir 60% aizsardzība.\n"
#~ "\n"

#~ msgid "Sand"
#~ msgstr "Smiltis"

#~ msgid ""
#~ "The instability of <italic>text='sand'</italic> makes it harder for most "
#~ "units to cross, and leaves them wide open to attack. In contrast, the "
#~ "wide feet or snakelike bodies of the reptilian races make sand much "
#~ "easier for them to navigate.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in sand."
#~ msgstr ""
#~ "<italic>text='Smilšu'</italic> nestabilitāte apgrūtina gandrīz visu "
#~ "vienību pārvietošanos, un atstāj tās atklātas uzbrukumam. Te izceļas "
#~ "rāpuļveidīgās sugas, kuru platās pēdas vai čūskveidīgie ķermeņi padara to "
#~ "pārvietošanos pa smiltīm krietni vieglāku.\n"
#~ "\n"
#~ "Lielākajai daļai vienību smiltīs ir 20 līdz 40% aizsardzība."

#~ msgid "Desert"
#~ msgstr "Tuksnesis"

#~ msgid ""
#~ "<italic>text='Deserts'</italic> have a somewhat different composition "
#~ "than small sand pits or beaches, however for gameplay purposes they are "
#~ "identical. See <ref>dst='terrain_sand' text='sand'</ref>."
#~ msgstr ""
#~ "<italic>text='Tuksnešiem'</italic> ir mazliet savādāks sastāvs, kā mazām "
#~ "smilšu bedrēm vai pludmalēm, taču spēles ziņā tie ir identiski. Sk. "
#~ "<ref>dst='terrain_sand' text='smiltis'</ref>."

#~ msgid "Cave"
#~ msgstr "Ala"

#~ msgid ""
#~ "<italic>text='Cave'</italic> terrain represents any underground cavern "
#~ "with enough room for a unit to pass. Most units are wholly unfamiliar "
#~ "with the terrain, and thus are both slowed down and hindered in defense. "
#~ "Dwarves and trolls, who make their homes in caves, both have a relatively "
#~ "easy time navigating this terrain, especially dwarves, who by dint of "
#~ "their small size can navigate many obstacles that other races cannot. "
#~ "Occasionally caves are <ref>dst='terrain_illuminated_cave' "
#~ "text='illuminated'</ref>.\n"
#~ "\n"
#~ "Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
#~ msgstr ""
#~ "<italic>text='Alu'</italic> apvidus ir jebkurai vienības cauriešanai "
#~ "pietiekami lielā pazemes alā. Vairums vienību kopumā nav pazīstamas ar šo "
#~ "apvidu, tādēļ tās tiek palēlinātas un to aizsardzība ir apgrūtināta. "
#~ "Rūķiem un troļļiem, kuri dzīvo alās, ir salīdzinoši viegli tajās "
#~ "pārvietoties. Īpaši rūķi, sava mazā auguma dēļ, spēj apiet daudzus "
#~ "šķēršļus, kurus citas rases nespēj. Reizēm alas ir "
#~ "<ref>dst='terrain_illuminated_cave' text='izgaismotas'</ref>.\n"
#~ "\n"
#~ "Lielākajai daļai vienību alās ir 20 līdz 40% aizsardzība, kamēr rūķiem ir "
#~ "50%."

#~ msgid "Rockbound Cave"
#~ msgstr "Klinšu ala"

#~ msgid ""
#~ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of "
#~ "water and wind, carrying erosive particles that carve the rock. It "
#~ "resembles a scraggy underground cavern which reduces efficiency of most "
#~ "units, but shoulders defense. Dwarves and trolls, who are main settlers "
#~ "of caves, have a relatively easy time navigating this terrain. Dwarves, "
#~ "who by dint of their small size have the full advantage of navigation in "
#~ "such topography. Occasionally caves are "
#~ "<ref>dst='terrain_illuminated_cave' text='illuminated'</ref>\n"
#~ "\n"
#~ "Most units have about 50% defense in rocky caves, whereas cavalry are "
#~ "limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
#~ msgstr ""
#~ "<italic>text='Klinšu alu'</italic> apvidus ir veidojies ūdens un vēja "
#~ "iedarbībā. Tie nes abrazīvas daļiņas, kuras izgrebj klinti. Tas atgādina "
#~ "izdēdējušu pazemes alu, kura samazina praktiski visu vienību "
#~ "efektivitāti, bet dod aizsardzību. Rūķiem un troļļiem, kas ir galvenie "
#~ "alu apdzīvotāji, ir samērā viegli pārvietoties šajā apvidū. Rūķiem, "
#~ "pateicoties to mazajiem augumiem, ir vislielākās priekšrocības "
#~ "pārvietojoties šādā reljefā. Reizēm alas ir "
#~ "<ref>dst='terrain_illuminated_cave' text='Illuminated'</ref>\n"
#~ "\n"
#~ "Lielākajai daļai vienību ir aptuveni 50% aizsardzība akmeņainajās alās, "
#~ "kur kavalērija ir ierobežota līdz 40%. Rūķi izbauda 60% aizsardzību "
#~ "klinšu alās."

#~ msgid "Illuminated Cave"
#~ msgstr "Apgaismota ala"

#~ msgid ""
#~ "Rare patches of the underground world are illuminated by light from the "
#~ "surface shining down into the gloomy darkness. This provides an attack "
#~ "bonus for lawful units and removes the attack bonus from chaotic units. "
#~ "In all other regards this terrain is functionally identical to normal "
#~ "<ref>dst='terrain_cave' text='cave terrains'</ref>."
#~ msgstr ""
#~ "Reti pazemes pasaules pleķi ir izgaismoti iespīdot gaismai no virspuses "
#~ "drūmajā tumsā. Tas dod uzbrukuma priekšrocības likumpaklausīgajām "
#~ "vienībām un noņem uzbrukuma priekšrocības haotiskajām vienībām. Visādā "
#~ "citādā ziņā šis apvidus ir identisks parastam <ref>dst='terrain_cave' "
#~ "text='alu apvidum'</ref>."

#~ msgid "Mushroom Grove"
#~ msgstr "Sēņu birzs"

#~ msgid ""
#~ "<italic>text='Mushroom groves'</italic> are vast underground forests of "
#~ "giant mushrooms, which thrive in the damp darkness. Most units have "
#~ "trouble negotiating the spongy floor of smaller fungi, but they have "
#~ "plenty of cover behind the larger stalks. Mounted units, however, become "
#~ "completely mired and lack proper freedom of movement in combat. Undead "
#~ "units have a natural affinity for decay and function quite well in "
#~ "mushroom forests.\n"
#~ "\n"
#~ "Most units receive 50% to 60% defense in mushroom groves, whereas cavalry "
#~ "receive only 20%."
#~ msgstr ""
#~ "<italic>text='Sēņu birzis'</italic> ir plaši pazemes gigantisko sēņu "
#~ "meži, kas zeļ drēgnajā tumsā. Lielākajai daļai vienību ir grūtības "
#~ "pārvarēt mazāko sēņu veidoto mīksto grīdu, bet tiem netrūkst aizsega aiz "
#~ "lielākajām kājiņām. Tomēr jātnieku vienības iestieg pilnībā un tām trūkst "
#~ "vajadzīgā kustību brīvība kaujā. Nedzīvo vienībām ir dabīga tieksme pret "
#~ "pūšanu un sēņu audzēs tās funkcionē diezgan labi.\n"
#~ "\n"
#~ "Lielākajai daļai vienību sēņu birzīs ir 50% līdz 60% aizsardzība, kamēr "
#~ "kavalēristiem tikai 20%."

#~ msgid "Village"
#~ msgstr "Ciems"

#~ msgid ""
#~ "<italic>text='Villages'</italic> represent any group of buildings, human "
#~ "or otherwise. Almost all units, even cavalry, have an easy time "
#~ "navigating villages, and most units gain a defensive bonus from being "
#~ "stationed in a village. Villages allow units the resources to clean and "
#~ "tend to their wounds, which allows any unit stationed therein to heal "
#~ "eight hitpoints each turn, or to be cured of poison.\n"
#~ "\n"
#~ "Most units have 50 to 60% defense in villages, whereas cavalry receive "
#~ "only 40%.\n"
#~ "\n"
#~ msgstr ""
#~ "<italic>text='Ciemi'</italic> ir jebkura ēku grupa, vienalga vai cilvēku "
#~ "vai ne. Praktiski visas vienības, pat kavalēristi, spēj viegli "
#~ "pārvietoties ciemos, un vairums vienību iegūst papildus aizsardzību, kad "
#~ "novietotas ciemā. Ciemi dod vienībām resursus tīrīšanai un apkopj viņu "
#~ "brūces, kas ļauj tur novietotai vienībai atveseļoties par astoņiem "
#~ "veselības punktiem, vai arī tikt izārstētām no indes.\n"
#~ "\n"
#~ "Lielākajai daļai vienību ir 50 līdz 60% aizsardzība ciemos, bet "
#~ "kavalēristiem tikai 40%.\n"
#~ "\n"

#~ msgid "Submerged Village"
#~ msgstr "Zemūdens ciems"

#~ msgid ""
#~ "<italic>text='Submerged villages'</italic> are the homes of merfolk and "
#~ "nagas. While water-dwelling creatures are at home here, land-dwellers "
#~ "have a hard time navigating and defending these villages. However, like "
#~ "any village, the facilites are available to all creatures which allow "
#~ "units to tend to their wounds. Any unit stationed in a village can heal "
#~ "eight hitpoints each turn, or be cured of poison.\n"
#~ "\n"
#~ "Merfolk and nagas have 60% defense in submerged villages, whereas land "
#~ "based units usually have a low defense."
#~ msgstr ""
#~ "<italic>text='Zemūdens ciemi'</italic> ir nāru un nāgu mājvieta. Kamēr "
#~ "ūdens radījumi tur ir mājās, sauszemes iemītniekiem ir lielas grūtības "
#~ "pārvietoties un aizsargāties šajos ciemos. Tomēr, kā visos ciemos, "
#~ "iekārtojums ir pieejams visām radībām, kuras ļauj vienībām apkopt to "
#~ "brūces. Jebkura ciemā novietotā vienība var tikt dziedēta par astoņiem "
#~ "veselības punktiem katrā gājienā, vai arī tā var tikt izārstēta no "
#~ "indes.\n"
#~ "\n"
#~ "Nārām un nāgām zemūdens ciemos ir 60% aizsardzība, kamēr sauszemes "
#~ "vienībām parasti ir zema aizsardzība."

#~ msgid "Unwalkable"
#~ msgstr "Necaurejams"

#~ msgid ""
#~ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge "
#~ "which, as the name implies, cannot be crossed simply by walking. Chasms "
#~ "are noted for sheer walls which would take days to traverse. As far as "
#~ "gameplay is concerned, only units capable of flying can cross this "
#~ "terrain."
#~ msgstr ""
#~ "<italic>text='Nepārejams apvidus'</italic> ir jebkurā plaisā vai aizā, "
#~ "kas, kā jau nosaukums pasaka priekšā, nevar tikt šķērsots ejot kājām. "
#~ "Plaisas izceļas ar stāvajām sienām, kuru pārvarēšana varētu prasīt "
#~ "dienas. Spēlē tikai lidojošās vienības spēj šķērsot šo apvidu."

#~ msgid "Lava"
#~ msgstr "Lava"

#~ msgid ""
#~ "The dangers inherent in trying to walk on <italic>text='lava'</italic> "
#~ "are fairly obvious. As far as movement is concerned, lava is equivalent "
#~ "to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can "
#~ "only be crossed by those units capable of flying a considerable distance "
#~ "above it. The molten magma also produces a substantial glow, illuminating "
#~ "the area immediately above it. This provides an attack bonus for lawful "
#~ "units and removes the attack bonus from chaotic units."
#~ msgstr ""
#~ "Briesmas, kas saistītas ar mēģināšanu staigāt pa <italic>text='lavu'</"
#~ "italic>, ir diezgan acīmredzamas. Pārvietošanās ziņā lava ir "
#~ "<ref>dst='terrain_unwalkable' text='nepārejams'</ref> apvidus, un to spēj "
#~ "šķērsot tikai lidojošās vienības, kuras spēj lidot vērā ņemamā augstumā "
#~ "virs tās. Izkususī magma izstaro vērā ņemamu gaismu, kas apgaismo tieši "
#~ "virs tās esošo apgabalu. Tas dod papildus uzbrukuma spēku "
#~ "likumpaklausīgajām vienībām, un noņem to haotiskajām vienībām."

#~ msgid "River Ford"
#~ msgstr "Brasls"

#~ msgid ""
#~ "When a river happens to be extremely shallow, passing over it is a "
#~ "trivial matter for land based units. Moreover, any creature best adapted "
#~ "to swimming has full mobility even at such places in the river. As far as "
#~ "gameplay is concerned, a river ford is treated as either grassland or "
#~ "shallow water, choosing whichever one offers the best defensive and "
#~ "movement bonuses for the unit on it."
#~ msgstr ""
#~ "Ja upe ir ārkārtīgi sekla, tad tās šķērsošana sauszemes vienībām "
#~ "problēmas nesagādā. Vēl jo vairāk, jebkurš radījums, kurš vislabāk "
#~ "pielāgojies peldēšanai, var netraucēts pārvietoties pat šādās upēs. "
#~ "Spēles upes krasts darbojas kā līdzenums vai sekls ūdens, atkarībā no tā, "
#~ "kurš dod labāko aizsardzības un pārvietošanās papildinājumus vienībai uz "
#~ "tā."

#~ msgid "Coastal Reef"
#~ msgstr "Piekrastes rifs"

#~ msgid ""
#~ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral "
#~ "and sand. This provides most land units with a more steady footing and "
#~ "defensive positions than wading in shallow water normally would and also "
#~ "grants most water-dwelling races an exceptionally high defense.\n"
#~ "\n"
#~ "Mermen and Naga both receive 70% defense on coastal reefs."
#~ msgstr ""
#~ "<italic>text='Piekrastes rifi'</italic> ir sekls ūdens, ko veido akmeņi, "
#~ "koraļļi un smiltis. Vairumam sausdzemes vienību tie dod stabilāku "
#~ "pārvietošanos un aizsardzības pozīcijas kā parasti dod brišana seklā "
#~ "ūdenī, un tie dod arī neparasti augstu aizsardzību ūdens sugām.\n"
#~ "\n"
#~ "Nārām un nāgām ir 70% aizsardzība piekrastes rifos."

#~ msgid "Bridge"
#~ msgstr "Tilts"

#~ msgid ""
#~ "To those capable of building one, the ability to lay a "
#~ "<italic>text='bridge'</italic> offers a liberation from the fickle nature "
#~ "of waterways, whose fords come and go with the rise and fall of the "
#~ "waterline. This is to say nothing of the luxury of dry feet, the loss of "
#~ "which is no laughing matter in the cold months of the year.\n"
#~ "\n"
#~ "For those who go by land or sea, a bridge is the best of both worlds — "
#~ "for gameplay purposes, it is treated either as grassland or the "
#~ "underlying water, whichever offers the best movement and defensive "
#~ "bonuses for the unit occupying the bridge hex. Note that a swimming unit "
#~ "and a land unit are not capable of occupying a bridge hex at the same "
#~ "time."
#~ msgstr ""
#~ "Tiem, kuriem piemīt spēja būvēt <italic>text='tiltus'</italic>, tas dod "
#~ "patvērumu no ūdens ceļu mainības, kuru brasli nāk un iet reizē ar ūdens "
#~ "līnijas celšanos un krišanu. Nemaz jau nerunājot par sausu kāju greznību, "
#~ "kā zaudēšana nav nekāda joka lieta, it īpaši jau aukstajos ziemas "
#~ "mēnešos.\n"
#~ "\n"
#~ "Tiem, kuri iet pa sauszemi vai jūru, tilts ir labākais no abām pasaulēm — "
#~ "spēlē tas darbojas vai nu kā līdzenums, vai kā apakšā esošais ūdens, "
#~ "atkarībā no tā kurš dod labākos pārvietošanās un aizsardzības "
#~ "papildinājumus vienībai uz tilta. Ņem vērā, ka ūdens un sauszemes vienība "
#~ "nevar vienlaicīgi aizņemt tilta lauciņu."

#~ msgid "Impassable"
#~ msgstr "Nepārejams"

#~ msgid ""
#~ "Obstacles that not even the most determined traveler may overcome include "
#~ "solid walls of stone and mountains so tall and steep that they are "
#~ "constantly wreathed in cloud. Even flying creatures cannot navigate the "
#~ "jagged peaks at such rarified heights, and not even the fiercest troll "
#~ "can smash through thick walls of stone."
#~ msgstr ""
#~ "Starp šķēršļiem, kurus nevarētu pārvarēt pat visapņēmīgākais ceļotājs, ir "
#~ "masīvas akmens sienas un kalni, tik augsti un stāvi, ka tie ir pastāvīgi "
#~ "ietīti mākoņos. Pat lidojošās vienības nespēj pārvarēt robotās virsotnes "
#~ "tik retinātā augstumā, un pat visnegantākais trollis nespēj izsisties "
#~ "cauri biezajām akmens sienām."

#~ msgid ""
#~ "Berserk:\n"
#~ "Whether used offensively or defensively, this attack presses the "
#~ "engagement until one of the combatants is slain, or 30 rounds of attacks "
#~ "have occurred."
#~ msgstr ""
#~ "Cīņasspars:\n"
#~ "Vienalga vai šis uzbrukums tiek lietots uzbrukumā vai aizsardzībā, cīņa "
#~ "turpināsies līdz viena no vienībām uzvarēs vai tiks veikti 30 uzbrukumi."

#~ msgid ""
#~ "Magical:\n"
#~ "This attack always has a 70% chance to hit regardless of the defensive "
#~ "ability of the unit being attacked."
#~ msgstr ""
#~ "Maģisks:\n"
#~ "Šim uzbrukumam vienmēr ir 70% iespēja trāpīt neatkarīgi no aizsargājošās "
#~ "vienības aizsardzības spējas."

#~ msgid "firststrike"
#~ msgstr "pirmais sitiens"

#~ msgid ""
#~ "First Strike:\n"
#~ "This unit always strikes first with this attack, even if they are "
#~ "defending."
#~ msgstr ""
#~ "Pirmais sitiens:\n"
#~ "Šī vienība vienmēr iesit pirmā, pat ja tā aizstāvas."

#~ msgid ""
#~ "Feeding:\n"
#~ "This unit gains 1 hitpoint added to its maximum whenever it kills a "
#~ "living unit."
#~ msgstr ""
#~ "Barošanās:\n"
#~ "Šīs vienības maksimālais veselības līmenis paaugstinās par vienu ikreiz, "
#~ "kad tā nogalina dzīvu vienību."

#~ msgid ""
#~ "Some weapons have special features that increase the effectiveness of "
#~ "attacking with them.\n"
#~ "\n"
#~ msgstr ""
#~ "Dažiem ieročiem ir īpašības, kas palielina to uzbrukuma efektivitāti.\n"
#~ "\n"
