Kalle has pretty much explained it in a nutshell.
Static lights are directly "baked" on to the textures of your (static) environment. A good way to put it would be to say that static lights are prerendered.
In theory, these should make you gain a lot of performance as way less calculations have to be done than when you use dynamic lighting. However, in GG, this is not necessarily the case. Static lights do not interact with dynamic objects or characters.
Dynamic lighting is real time. The source of the lights are calculated constantly and so are the shadows that dynamic objects cast. Static lights ignore dynamic objects entirely. With our current renderer, dynamic lights don't cast proper shadows, these are all derived from the sunlight as of now.
You'll also find out that the engine only renders a small amount of dynamic lights on your map (I think the correct number is 5 ?
EDIT: Correction! Its 3 ) So you have to use them sparingly. However, it will always load the lights closes to the camera and deactivate those farthest away. This means that you can have several dynamic light sources in your map.
Lighting has been a large discussion during the years of GG's development.
You can read some in this thread here. Baking has been an oddity with this engine and in that thread you can read how I pioneered actually using it to some effect with plenty of necessary workarounds.
My GG rule of thump is that outdoor levels should be lit in realtime because the shaders look way better that way and so do the shadows of foliage etc. while indoor levels (or levels that have a lot of light sources that need to be displayed permanently) should be baked.
Note that real time currently looks rather unfortunate in most indoor-levels.
Samples:
Realtime
***
Pre-Baked
***
Generally speaking: Realtime lighting allows for the superior shading of moving objects and characters. It gives us the abilites of having physically correct shadows in motion as well as moving lights (such as a flashlight attached to a character). However, in GG, things are different than in many contemporary engines and you have to carefully choose what is better for your current scene.
The majority of games released in the last decade use baked lights with a few dynamic lights sprinkled in. Dynamic lights are way more hardware demanding. Making games that are entirely lit realtime (dynamically) are few as this is a relatively recent venture.
-Wolf