{
	"vcmi.adventureMap.monsterThreat.title"     : "\n\nThreat: ",
	"vcmi.adventureMap.monsterThreat.levels.0"  : "Effortless",
	"vcmi.adventureMap.monsterThreat.levels.1"  : "Very Weak",
	"vcmi.adventureMap.monsterThreat.levels.2"  : "Weak",
	"vcmi.adventureMap.monsterThreat.levels.3"  : "A bit weaker",
	"vcmi.adventureMap.monsterThreat.levels.4"  : "Equal",
	"vcmi.adventureMap.monsterThreat.levels.5"  : "A bit stronger",
	"vcmi.adventureMap.monsterThreat.levels.6"  : "Strong",
	"vcmi.adventureMap.monsterThreat.levels.7"  : "Very Strong",
	"vcmi.adventureMap.monsterThreat.levels.8"  : "Challenging",
	"vcmi.adventureMap.monsterThreat.levels.9"  : "Overpowering",
	"vcmi.adventureMap.monsterThreat.levels.10" : "Deadly",
	"vcmi.adventureMap.monsterThreat.levels.11" : "Impossible",

	"vcmi.adventureMap.confirmRestartGame"     : "Are you sure you want to restart the game?",
	"vcmi.adventureMap.noTownWithMarket"       : "There are no available marketplaces!",
	"vcmi.adventureMap.noTownWithTavern"       : "There are no available towns with taverns!",
	"vcmi.adventureMap.spellUnknownProblem"    : "There is an unknown problem with this spell! No more information is available.",
	"vcmi.adventureMap.playerAttacked"         : "Player has been attacked: %s",
	"vcmi.adventureMap.moveCostDetails"        : "Movement points - Cost: %TURNS turns + %POINTS points, Remaining points: %REMAINING",
	"vcmi.adventureMap.moveCostDetailsNoTurns" : "Movement points - Cost: %POINTS points, Remaining points: %REMAINING",

	"vcmi.capitalColors.0" : "Red",
	"vcmi.capitalColors.1" : "Blue",
	"vcmi.capitalColors.2" : "Tan",
	"vcmi.capitalColors.3" : "Green",
	"vcmi.capitalColors.4" : "Orange",
	"vcmi.capitalColors.5" : "Purple",
	"vcmi.capitalColors.6" : "Teal",
	"vcmi.capitalColors.7" : "Pink",
	
	"vcmi.heroOverview.startingArmy" : "Starting Units",
	"vcmi.heroOverview.warMachine" : "War Machines",
	"vcmi.heroOverview.secondarySkills" : "Secondary Skills",
	"vcmi.heroOverview.spells" : "Spells",
	
	"vcmi.radialWheel.mergeSameUnit" : "Merge same creatures",
	"vcmi.radialWheel.fillSingleUnit" : "Fill with single creatures",
	"vcmi.radialWheel.splitSingleUnit" : "Split off single creature",
	"vcmi.radialWheel.splitUnitEqually" : "Split creatures equally",
	"vcmi.radialWheel.moveUnit" : "Move creatures to another army",
	"vcmi.radialWheel.splitUnit" : "Split creature to another slot",

	"vcmi.mainMenu.serverConnecting" : "Connecting...",
	"vcmi.mainMenu.serverAddressEnter" : "Enter address:",
	"vcmi.mainMenu.serverClosing" : "Closing...",
	"vcmi.mainMenu.hostTCP" : "Host TCP/IP game",
	"vcmi.mainMenu.joinTCP" : "Join TCP/IP game",
	"vcmi.mainMenu.playerName" : "Player",
	
	"vcmi.lobby.filepath" : "File path",
	"vcmi.lobby.creationDate" : "Creation date",
	"vcmi.lobby.scenarioName" : "Scenario name",
	"vcmi.lobby.mapPreview" : "Map preview",
	"vcmi.lobby.noPreview" : "no preview",
	"vcmi.lobby.noUnderground" : "no underground",

	"vcmi.server.errors.existingProcess" : "Another VCMI server process is running. Please terminate it before starting a new game.",
	"vcmi.server.errors.modsToEnable"    : "{Following mods are required}",
	"vcmi.server.errors.modsToDisable"   : "{Following mods must be disabled}",
	"vcmi.server.confirmReconnect"       : "Do you want to reconnect to the last session?",

	"vcmi.settingsMainWindow.generalTab.hover" : "General",
	"vcmi.settingsMainWindow.generalTab.help"     : "Switches to General Options tab, which contains settings related to general game client behavior.",
	"vcmi.settingsMainWindow.battleTab.hover" : "Battle",
	"vcmi.settingsMainWindow.battleTab.help"     : "Switches to Battle Options tab, which allows configuring game behavior during battles.",
	"vcmi.settingsMainWindow.adventureTab.hover" : "Adventure Map",
	"vcmi.settingsMainWindow.adventureTab.help"  : "Switches to Adventure Map Options tab (adventure map is the section of the game where players can control the movements of their heroes).",

	"vcmi.systemOptions.videoGroup" : "Video Settings",
	"vcmi.systemOptions.audioGroup" : "Audio Settings",
	"vcmi.systemOptions.otherGroup" : "Other Settings", // unused right now
	"vcmi.systemOptions.townsGroup" : "Town Screen",

	"vcmi.systemOptions.fullscreenBorderless.hover" : "Fullscreen (borderless)",
	"vcmi.systemOptions.fullscreenBorderless.help"  : "{Borderless Fullscreen}\n\nIf selected, VCMI will run in borderless fullscreen mode. In this mode, game will always use same resolution as desktop, ignoring selected resolution.",
	"vcmi.systemOptions.fullscreenExclusive.hover"  : "Fullscreen (exclusive)",
	"vcmi.systemOptions.fullscreenExclusive.help"   : "{Fullscreen}\n\nIf selected, VCMI will run in exclusive fullscreen mode. In this mode, game will change resolution of monitor to selected resolution.",
	"vcmi.systemOptions.resolutionButton.hover" : "Resolution: %wx%h",
	"vcmi.systemOptions.resolutionButton.help"  : "{Select Resolution}\n\nChange in-game screen resolution.",
	"vcmi.systemOptions.resolutionMenu.hover"   : "Select Resolution",
	"vcmi.systemOptions.resolutionMenu.help"    : "Change in-game screen resolution.",
	"vcmi.systemOptions.scalingButton.hover"   : "Interface Scaling: %p%",
	"vcmi.systemOptions.scalingButton.help"    : "{Interface Scaling}\n\nChanges scaling of in-game interface.",
	"vcmi.systemOptions.scalingMenu.hover"     : "Select Interface Scaling",
	"vcmi.systemOptions.scalingMenu.help"      : "Change in-game interface scaling.",
	"vcmi.systemOptions.longTouchButton.hover"   : "Long Touch Interval: %d ms", // Translation note: "ms" = "milliseconds"
	"vcmi.systemOptions.longTouchButton.help"    : "{Long Touch Interval}\n\nWhen using touchscreen, popup windows will appear after touching screen for specified duration, in milliseconds.",
	"vcmi.systemOptions.longTouchMenu.hover"     : "Select Long Touch Interval",
	"vcmi.systemOptions.longTouchMenu.help"      : "Change duration of long touch interval.",
	"vcmi.systemOptions.longTouchMenu.entry"     : "%d milliseconds",
	"vcmi.systemOptions.framerateButton.hover"  : "Show FPS",
	"vcmi.systemOptions.framerateButton.help"   : "{Show FPS}\n\nToggle the visibility of the Frames Per Second counter in the corner of the game window.",
	"vcmi.systemOptions.hapticFeedbackButton.hover"  : "Haptic feedback",
	"vcmi.systemOptions.hapticFeedbackButton.help"   : "{Haptic feedback}\n\nToggle the haptic feedback on touch inputs.",
	"vcmi.systemOptions.enableUiEnhancementsButton.hover"  : "Interface Enhancements",
	"vcmi.systemOptions.enableUiEnhancementsButton.help"   : "{Interface Enhancements}\n\nToggle various quality of life interface improvements. Such as a larger spell book, backpack, etc. Disable to have a more classic experience.",

	"vcmi.adventureOptions.infoBarPick.hover" : "Show Messages in Info Panel",
	"vcmi.adventureOptions.infoBarPick.help" : "{Show Messages in Info Panel}\n\nWhenever possible, game messages from visiting map objects will be shown in the info panel, instead of popping up in a separate window.",
	"vcmi.adventureOptions.numericQuantities.hover" : "Numeric Creature Quantities",
	"vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\nShow the approximate quantities of enemy creatures in the numeric A-B format.",
	"vcmi.adventureOptions.forceMovementInfo.hover" : "Always Show Movement Cost",
	"vcmi.adventureOptions.forceMovementInfo.help" : "{Always Show Movement Cost}\n\nAlways show movement points data in status bar information (Instead of viewing it only while you hold down ALT key).",
	"vcmi.adventureOptions.showGrid.hover" : "Show Grid",
	"vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\nShow the grid overlay, highlighting the borders between adventure map tiles.",
	"vcmi.adventureOptions.borderScroll.hover" : "Border Scrolling",
	"vcmi.adventureOptions.borderScroll.help" : "{Border Scrolling}\n\nScroll adventure map when cursor is adjacent to window edge. Can be disabled by holding down CTRL key.",
	"vcmi.adventureOptions.infoBarCreatureManagement.hover" : "Info Panel Creature Management",
	"vcmi.adventureOptions.infoBarCreatureManagement.help" : "{Info Panel Creature Management}\n\nAllows rearranging creatures in info panel instead of cycling between default components.",
	"vcmi.adventureOptions.leftButtonDrag.hover" : "Left Click Drag Map",
	"vcmi.adventureOptions.leftButtonDrag.help" : "{Left Click Drag Map}\n\nWhen enabled, moving mouse with left button pressed will drag adventure map view.",
	"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
	"vcmi.adventureOptions.mapScrollSpeed1.help": "Set the map scrolling speed to very slow.",
	"vcmi.adventureOptions.mapScrollSpeed5.help": "Set the map scrolling speed to very fast.",
	"vcmi.adventureOptions.mapScrollSpeed6.help": "Set the map scrolling speed to instantaneous.",

	"vcmi.battleOptions.queueSizeLabel.hover": "Show Turn Order Queue",
	"vcmi.battleOptions.queueSizeNoneButton.hover": "OFF",
	"vcmi.battleOptions.queueSizeAutoButton.hover": "AUTO",
	"vcmi.battleOptions.queueSizeSmallButton.hover": "SMALL",
	"vcmi.battleOptions.queueSizeBigButton.hover": "BIG",
	"vcmi.battleOptions.queueSizeNoneButton.help": "Do not display Turn Order Queue.",
	"vcmi.battleOptions.queueSizeAutoButton.help": "Automatically adjust the size of the turn order queue based on the game's resolution(SMALL size is used when playing the game on a resolution with a height lower than 700 pixels, BIG size is used otherwise).",
	"vcmi.battleOptions.queueSizeSmallButton.help": "Sets turn order queue size to SMALL.",
	"vcmi.battleOptions.queueSizeBigButton.help": "Sets turn order queue size to BIG (not supported if game resolution height is less than 700 pixels).",
	"vcmi.battleOptions.animationsSpeed1.hover": "",
	"vcmi.battleOptions.animationsSpeed5.hover": "",
	"vcmi.battleOptions.animationsSpeed6.hover": "",
	"vcmi.battleOptions.animationsSpeed1.help": "Set animation speed to very slow.",
	"vcmi.battleOptions.animationsSpeed5.help": "Set animation speed to very fast.",
	"vcmi.battleOptions.animationsSpeed6.help": "Set animation speed to instantaneous.",
	"vcmi.battleOptions.movementHighlightOnHover.hover": "Movement Highlight on Hover",
	"vcmi.battleOptions.movementHighlightOnHover.help": "{Movement Highlight on Hover}\n\nHighlight unit's movement range when you hover over it.",
	"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Show range limits for shooters",
	"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Show range limits for shooters on Hover}\n\nShow shooter's range limits when you hover over it.",
	"vcmi.battleOptions.showStickyHeroInfoWindows.hover": "Show heroes statistics windows",
	"vcmi.battleOptions.showStickyHeroInfoWindows.help": "{Show heroes statistics windows}\n\nPermanently toggle on heroes statistics windows that show primary stats and spell points.",
	"vcmi.battleOptions.skipBattleIntroMusic.hover": "Skip Intro Music",
	"vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAllow actions during the intro music that plays at the beginning of each battle.",

	"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to start battle immediately",
	"vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).",
	"vcmi.battleWindow.damageEstimation.meleeKills" : "Attack %CREATURE (%DAMAGE, %KILLS).",
	"vcmi.battleWindow.damageEstimation.ranged" : "Shoot %CREATURE (%SHOTS, %DAMAGE).",
	"vcmi.battleWindow.damageEstimation.rangedKills" : "Shoot %CREATURE (%SHOTS, %DAMAGE, %KILLS).",
	"vcmi.battleWindow.damageEstimation.shots" : "%d shots left",
	"vcmi.battleWindow.damageEstimation.shots.1" : "%d shot left",
	"vcmi.battleWindow.damageEstimation.damage" : "%d damage",
	"vcmi.battleWindow.damageEstimation.damage.1" : "%d damage",
	"vcmi.battleWindow.damageEstimation.kills" : "%d will perish",
	"vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish",

	"vcmi.battleResultsWindow.applyResultsLabel" : "Apply battle result",

	"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures",
	"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\nShow the number of creatures available to purchase instead of their growth in town summary (bottom-left corner of town screen).",
	"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Show Weekly Growth of Creatures",
	"vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{Show Weekly Growth of Creatures}\n\nShow creatures' weekly growth instead of available amount in town summary (bottom-left corner of town screen).",
	"vcmi.otherOptions.compactTownCreatureInfo.hover": "Compact Creature Info",
	"vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\nShow smaller information for town creatures in town summary (bottom-left corner of town screen).",

	"vcmi.townHall.missingBase"             : "Base building %s must be built first",
	"vcmi.townHall.noCreaturesToRecruit"    : "There are no creatures to recruit!",
	"vcmi.townHall.greetingManaVortex"      : "As you near the %s your body is filled with new energy. You have doubled your normal spell points.",
	"vcmi.townHall.greetingKnowledge"       : "You study the glyphs on the %s and gain insight into the workings of various magics (+1 Knowledge).",
	"vcmi.townHall.greetingSpellPower"      : "The %s teaches you new ways to focus your magical powers (+1 Power).",
	"vcmi.townHall.greetingExperience"      : "A visit to the %s teaches you many new skills (+1000 Experience).",
	"vcmi.townHall.greetingAttack"          : "Some time spent at the %s allows you to learn more effective combat skills (+1 Attack Skill).",
	"vcmi.townHall.greetingDefence"         : "Spending time in the %s, the experienced warriors therein teach you additional defensive skills (+1 Defense).",
	"vcmi.townHall.hasNotProduced"          : "The %s has not produced anything yet.",
	"vcmi.townHall.hasProduced"             : "The %s produced %d %s this week.",
	"vcmi.townHall.greetingCustomBonus"     : "%s gives you +%d %s%s",
	"vcmi.townHall.greetingCustomUntil"     : " until next battle.",
	"vcmi.townHall.greetingInTownMagicWell" : "%s has restored your spell points to maximum.",

	"vcmi.logicalExpressions.anyOf"  : "Any of the following:",
	"vcmi.logicalExpressions.allOf"  : "All of the following:",
	"vcmi.logicalExpressions.noneOf" : "None of the following:",

	"vcmi.heroWindow.openCommander.hover" : "Open commander info window",
	"vcmi.heroWindow.openCommander.help"  : "Shows details about the commander of this hero.",
	"vcmi.heroWindow.openBackpack.hover" : "Open artifact backpack window",
	"vcmi.heroWindow.openBackpack.help"  : "Opens window that allows easier artifact backpack management.",

	"vcmi.commanderWindow.artifactMessage" : "Do you want to return this artifact to the hero?",

	"vcmi.creatureWindow.showBonuses.hover"    : "Switch to bonuses view",
	"vcmi.creatureWindow.showBonuses.help"     : "Display all active bonuses of the commander.",
	"vcmi.creatureWindow.showSkills.hover"     : "Switch to skills view",
	"vcmi.creatureWindow.showSkills.help"      : "Display all learned skills of the commander.",
	"vcmi.creatureWindow.returnArtifact.hover" : "Return artifact",
	"vcmi.creatureWindow.returnArtifact.help"  : "Click this button to return the artifact to the hero's backpack.",

	"vcmi.questLog.hideComplete.hover" : "Hide complete quests",
	"vcmi.questLog.hideComplete.help"  : "Hide all completed quests.",

	"vcmi.randomMapTab.widgets.randomTemplate"      : "(Random)",
	"vcmi.randomMapTab.widgets.templateLabel"        : "Template",
	"vcmi.randomMapTab.widgets.teamAlignmentsButton" : "Setup...",
	"vcmi.randomMapTab.widgets.teamAlignmentsLabel"  : "Team Alignments",
	"vcmi.randomMapTab.widgets.roadTypesLabel"       : "Road Types",

	"vcmi.optionsTab.widgets.chessFieldBase.help" : "{Extra timer}\n\nStarts counting down when the {turn timer} reaches zero. It is set only once at the beginning of the game. When this timer reaches zero, the player's turn ends.",
	"vcmi.optionsTab.widgets.chessFieldTurn.help" : "{Turn timer}\n\nStarts counting down when the player starts their turn on the adventure map. It is reset to its initial value at the start of each turn. Any unused turn time will be added to the {Extra timer} if it is in use.",
	"vcmi.optionsTab.widgets.chessFieldBattle.help" : "{Battle timer}\n\nCounts down during battles when the {stack timer} reaches zero. It is reset to its initial value at the start of each battle. If the timer reaches zero, the currently active stack will defend.",
	"vcmi.optionsTab.widgets.chessFieldCreature.help" : "{Stack timer}\n\nStarts counting down when the player is selecting an action for the current stack during battle. It resets to its initial value after the stack's action is completed.",
	"vcmi.optionsTab.widgets.labelTimer" : "Timer",
	"vcmi.optionsTab.widgets.timerModeSwitch.classic" : "Classic timer",
	"vcmi.optionsTab.widgets.timerModeSwitch.chess" : "Chess timer",


	// Custom victory conditions for H3 campaigns and HotA maps
	"vcmi.map.victoryCondition.daysPassed.toOthers" : "The enemy has managed to survive till this day. Victory is theirs!",
	"vcmi.map.victoryCondition.daysPassed.toSelf" : "Congratulations! You have managed to survive. Victory is yours!",
	"vcmi.map.victoryCondition.eliminateMonsters.toOthers" : "The enemy has defeated all of the monsters plaguing this land and claims victory!",
	"vcmi.map.victoryCondition.eliminateMonsters.toSelf" : "Congratulations! You have defeated all of the monsters plaguing this land and can claim victory!",
	"vcmi.map.victoryCondition.collectArtifacts.message" : "Acquire Three Artifacts",
	"vcmi.map.victoryCondition.angelicAlliance.toSelf" : "Congratulations! All your enemies have been defeated and you have Angelic Alliance! Victory is yours!",
	"vcmi.map.victoryCondition.angelicAlliance.message" : "Defeat All Enemies and create Angelic Alliance",

	// few strings from WoG used by vcmi
	"vcmi.stackExperience.description" : "» S t a c k   E x p e r i e n c e   D e t a i l s «\n\nCreature Type ................... : %s\nExperience Rank ................. : %s (%i)\nExperience Points ............... : %i\nExperience Points to Next Rank .. : %i\nMaximum Experience per Battle ... : %i%% (%i)\nNumber of Creatures in stack .... : %i\nMaximum New Recruits\n without losing current Rank .... : %i\nExperience Multiplier ........... : %.2f\nUpgrade Multiplier .............. : %.2f\nExperience after Rank 10 ........ : %i\nMaximum New Recruits to remain at\n Rank 10 if at Maximum Experience : %i",
	"vcmi.stackExperience.rank.0" : "Basic",
	"vcmi.stackExperience.rank.1" : "Novice",
	"vcmi.stackExperience.rank.2" : "Trained",
	"vcmi.stackExperience.rank.3" : "Skilled",
	"vcmi.stackExperience.rank.4" : "Proven",
	"vcmi.stackExperience.rank.5" : "Veteran",
	"vcmi.stackExperience.rank.6" : "Adept",
	"vcmi.stackExperience.rank.7" : "Expert",
	"vcmi.stackExperience.rank.8" : "Elite",
	"vcmi.stackExperience.rank.9" : "Master",
	"vcmi.stackExperience.rank.10" : "Ace",
	
	"core.bonus.ADDITIONAL_ATTACK.name": "Double Strike",
	"core.bonus.ADDITIONAL_ATTACK.description": "Attacks twice",
	"core.bonus.ADDITIONAL_RETALIATION.name": "Additional retaliations",
	"core.bonus.ADDITIONAL_RETALIATION.description": "May retaliate ${val} extra times",
	"core.bonus.AIR_IMMUNITY.name": "Air immunity",
	"core.bonus.AIR_IMMUNITY.description": "Immune to all spells from the school of Air magic",
	"core.bonus.ATTACKS_ALL_ADJACENT.name": "Attack all around",
	"core.bonus.ATTACKS_ALL_ADJACENT.description": "Attacks all adjacent enemies",
	"core.bonus.BLOCKS_RETALIATION.name": "No retaliation",
	"core.bonus.BLOCKS_RETALIATION.description": "Enemy cannot retaliate",
	"core.bonus.BLOCKS_RANGED_RETALIATION.name": "No ranged retaliation",
	"core.bonus.BLOCKS_RANGED_RETALIATION.description": "Enemy cannot retaliate by using a ranged attack",
	"core.bonus.CATAPULT.name": "Catapult",
	"core.bonus.CATAPULT.description": "Attacks siege walls",
	"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "Reduce Casting Cost (${val})",
	"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Reduces the spellcasting cost for the hero by ${val}",
	"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "Magic Damper (${val})",
	"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Increases spellcasting cost of enemy spells by ${val}",
	"core.bonus.CHARGE_IMMUNITY.name": "Immune to Charge",
	"core.bonus.CHARGE_IMMUNITY.description": "Immune to Cavalier's and Champion's Charge",
	"core.bonus.DARKNESS.name": "Darkness cover",
	"core.bonus.DARKNESS.description": "Creates a shroud of darkness with a ${val} radius",
	"core.bonus.DEATH_STARE.name": "Death Stare (${val}%)",
	"core.bonus.DEATH_STARE.description": "Has a ${val}% chance to kill a single creature",
	"core.bonus.DEFENSIVE_STANCE.name": "Defense Bonus",
	"core.bonus.DEFENSIVE_STANCE.description": "+${val} Defense when defending",
	"core.bonus.DESTRUCTION.name": "Destruction",
	"core.bonus.DESTRUCTION.description": "Has ${val}% chance to kill extra units after attack",
	"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "Death Blow",
	"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "Has a ${val}% chance of dealing double base damage when attacking",
	"core.bonus.DRAGON_NATURE.name": "Dragon",
	"core.bonus.DRAGON_NATURE.description": "Creature has a Dragon Nature",
	"core.bonus.EARTH_IMMUNITY.name": "Earth immunity",
	"core.bonus.EARTH_IMMUNITY.description": "Immune to all spells from the school of Earth magic",
	"core.bonus.ENCHANTER.name": "Enchanter",
	"core.bonus.ENCHANTER.description": "Can cast mass ${subtype.spell} every turn",
	"core.bonus.ENCHANTED.name": "Enchanted",
	"core.bonus.ENCHANTED.description": "Affected by permanent ${subtype.spell}",
	"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "Ignore Defense (${val}%)",
	"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "When attacking, ${val}% of the defender's defense is ignored",
	"core.bonus.FIRE_IMMUNITY.name": "Fire immunity",
	"core.bonus.FIRE_IMMUNITY.description": "Immune to all spells from the school of Fire magic",
	"core.bonus.FIRE_SHIELD.name": "Fire Shield (${val}%)",
	"core.bonus.FIRE_SHIELD.description": "Reflects part of melee damage",
	"core.bonus.FIRST_STRIKE.name": "First Strike",
	"core.bonus.FIRST_STRIKE.description": "This creature retaliates before being attacked",
	"core.bonus.FEAR.name": "Fear",
	"core.bonus.FEAR.description": "Causes Fear on an enemy stack",
	"core.bonus.FEARLESS.name": "Fearless",
	"core.bonus.FEARLESS.description": "Immune to Fear ability",
	"core.bonus.FLYING.name": "Fly",
	"core.bonus.FLYING.description": "Flies when moving (ignores obstacles)",
	"core.bonus.FREE_SHOOTING.name": "Shoot Close",
	"core.bonus.FREE_SHOOTING.description": "Can use ranged attacks at melee range",
	"core.bonus.GARGOYLE.name": "Gargoyle",
	"core.bonus.GARGOYLE.description": "Cannot be raised or healed",
	"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Reduce Damage (${val}%)",
	"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Reduces physical damage from ranged or melee attacks",
	"core.bonus.HATE.name": "Hates ${subtype.creature}",
	"core.bonus.HATE.description": "Does ${val}% more damage to ${subtype.creature}",
	"core.bonus.HEALER.name": "Healer",
	"core.bonus.HEALER.description": "Heals allied units",
	"core.bonus.HP_REGENERATION.name": "Regeneration",
	"core.bonus.HP_REGENERATION.description": "Heals ${val} hit points every round",
	"core.bonus.JOUSTING.name": "Champion charge",
	"core.bonus.JOUSTING.description": "+${val}% damage for each hex travelled",
	"core.bonus.KING.name": "King",
	"core.bonus.KING.description": "Vulnerable to SLAYER level ${val} or higher",
	"core.bonus.LEVEL_SPELL_IMMUNITY.name": "Spell immunity 1-${val}",
	"core.bonus.LEVEL_SPELL_IMMUNITY.description": "Immune to spells of levels 1-${val}",
	"core.bonus.LIMITED_SHOOTING_RANGE.name" : "Limited shooting range",
	"core.bonus.LIMITED_SHOOTING_RANGE.description" : "Unable to target units farther than ${val} hexes",
	"core.bonus.LIFE_DRAIN.name": "Drain life (${val}%)",
	"core.bonus.LIFE_DRAIN.description": "Drains ${val}% of damage dealt",
	"core.bonus.MANA_CHANNELING.name": "Magic Channel ${val}%",
	"core.bonus.MANA_CHANNELING.description": "Gives your hero ${val}% of the mana spent by the enemy",
	"core.bonus.MANA_DRAIN.name": "Mana Drain",
	"core.bonus.MANA_DRAIN.description": "Drains ${val} mana every turn",
	"core.bonus.MAGIC_MIRROR.name": "Magic Mirror (${val}%)",
	"core.bonus.MAGIC_MIRROR.description": "Has a ${val}% chance to redirect an offensive spell to an enemy unit",
	"core.bonus.MAGIC_RESISTANCE.name": "Magic Resistance (${val}%)",
	"core.bonus.MAGIC_RESISTANCE.description": "Has a ${val}% chance to resist an enemy spell",
	"core.bonus.MIND_IMMUNITY.name": "Mind Spell Immunity",
	"core.bonus.MIND_IMMUNITY.description": "Immune to Mind-type spells",
	"core.bonus.NO_DISTANCE_PENALTY.name": "No distance penalty",
	"core.bonus.NO_DISTANCE_PENALTY.description": "Does full damage at any distance",
	"core.bonus.NO_MELEE_PENALTY.name": "No melee penalty",
	"core.bonus.NO_MELEE_PENALTY.description": "Creature has no Melee Penalty",
	"core.bonus.NO_MORALE.name": "Neutral Morale",
	"core.bonus.NO_MORALE.description": "Creature is immune to morale effects",
	"core.bonus.NO_WALL_PENALTY.name": "No wall penalty",
	"core.bonus.NO_WALL_PENALTY.description": "Full damage during siege",
	"core.bonus.NON_LIVING.name": "Non living",
	"core.bonus.NON_LIVING.description": "Immunity to many effects",
	"core.bonus.RANDOM_SPELLCASTER.name": "Random spellcaster",
	"core.bonus.RANDOM_SPELLCASTER.description": "Can cast random spell",
	"core.bonus.RANGED_RETALIATION.name": "Ranged retaliation",
	"core.bonus.RANGED_RETALIATION.description": "Can perform ranged counterattack",
	"core.bonus.RECEPTIVE.name": "Receptive",
	"core.bonus.RECEPTIVE.description": "No Immunity to Friendly Spells",
	"core.bonus.REBIRTH.name": "Rebirth (${val}%)",
	"core.bonus.REBIRTH.description": "${val}% of stack will rise after death",
	"core.bonus.RETURN_AFTER_STRIKE.name": "Attack and Return",
	"core.bonus.RETURN_AFTER_STRIKE.description": "Returns after melee attack",
	"core.bonus.SHOOTER.name": "Ranged",
	"core.bonus.SHOOTER.description": "Creature can shoot",
	"core.bonus.SHOOTS_ALL_ADJACENT.name": "Shoot all around",
	"core.bonus.SHOOTS_ALL_ADJACENT.description": "This creature's ranged attacks strike all targets in a small area",
	"core.bonus.SOUL_STEAL.name": "Soul Steal",
	"core.bonus.SOUL_STEAL.description": "Gains ${val} new creatures for each enemy killed",
	"core.bonus.SPELLCASTER.name": "Spellcaster",
	"core.bonus.SPELLCASTER.description": "Can cast ${subtype.spell}",
	"core.bonus.SPELL_AFTER_ATTACK.name": "Cast After Attack",
	"core.bonus.SPELL_AFTER_ATTACK.description": "Has a ${val}% chance to cast ${subtype.spell} after it attacks",
	"core.bonus.SPELL_BEFORE_ATTACK.name": "Cast Before Attack",
	"core.bonus.SPELL_BEFORE_ATTACK.description": "Has a ${val}% chance to cast ${subtype.spell} before it attacks",
	"core.bonus.SPELL_DAMAGE_REDUCTION.name": "Spell Resistance",
	"core.bonus.SPELL_DAMAGE_REDUCTION.description": "Damage from spells reduced by ${val}%.",
	"core.bonus.SPELL_IMMUNITY.name": "Spell immunity",
	"core.bonus.SPELL_IMMUNITY.description": "Immune to ${subtype.spell}",
	"core.bonus.SPELL_LIKE_ATTACK.name": "Spell-like attack",
	"core.bonus.SPELL_LIKE_ATTACK.description": "Attacks with ${subtype.spell}",
	"core.bonus.SPELL_RESISTANCE_AURA.name": "Aura of Resistance",
	"core.bonus.SPELL_RESISTANCE_AURA.description": "Nearby stacks get ${val}% magic resistance",
	"core.bonus.SUMMON_GUARDIANS.name": "Summon guardians",
	"core.bonus.SUMMON_GUARDIANS.description": "At the start of battle summons ${subtype.creature} (${val}%)",
	"core.bonus.SYNERGY_TARGET.name": "Synergizable",
	"core.bonus.SYNERGY_TARGET.description": "This creature is vulnerable to synergy effect",
	"core.bonus.TWO_HEX_ATTACK_BREATH.name": "Breath",
	"core.bonus.TWO_HEX_ATTACK_BREATH.description": "Breath Attack (2-hex range)",
	"core.bonus.THREE_HEADED_ATTACK.name": "Three-headed attack",
	"core.bonus.THREE_HEADED_ATTACK.description": "Attacks three adjacent units",
	"core.bonus.TRANSMUTATION.name": "Transmutation",
	"core.bonus.TRANSMUTATION.description": "${val}% chance to transform attacked unit to a different type",
	"core.bonus.UNDEAD.name": "Undead",
	"core.bonus.UNDEAD.description": "Creature is Undead",
	"core.bonus.UNLIMITED_RETALIATIONS.name": "Unlimited retaliations",
	"core.bonus.UNLIMITED_RETALIATIONS.description": "Can retaliate against an unlimited number of attacks",
	"core.bonus.WATER_IMMUNITY.name": "Water immunity",
	"core.bonus.WATER_IMMUNITY.description": "Immune to all spells from the school of Water magic",
	"core.bonus.WIDE_BREATH.name": "Wide breath",
	"core.bonus.WIDE_BREATH.description": "Wide breath attack (multiple hexes)"
}
