{
	"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.monsterLevel"            : "\n\nLevel %LEVEL %TOWN %ATTACK_TYPE unit",
	"vcmi.adventureMap.monsterMeleeType"        : "melee",
	"vcmi.adventureMap.monsterRangedType"       : "ranged",
	"vcmi.adventureMap.search.hover"            : "Search map object",
	"vcmi.adventureMap.search.help"             : "Select object to search on map.",

	"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"                  : "Moving here will cost {%TOTAL} points in total ({%TURNS} turns and {%POINTS} points). {%REMAINING} points will remain after moving.",
	"vcmi.adventureMap.moveCostDetailsNoTurns"           : "Moving here will cost {%POINTS} points. {%REMAINING} points will remain after moving.",
	"vcmi.adventureMap.movementPointsHeroInfo"           : "(Movement points: %REMAINING / %POINTS)",
	"vcmi.adventureMap.replayOpponentTurnNotImplemented" : "Sorry, replay opponent turn is not implemented yet!",

	"vcmi.bonusSource.artifact" : "Artifact",
	"vcmi.bonusSource.creature" : "Ability",
	"vcmi.bonusSource.spell" : "Spell",
	"vcmi.bonusSource.hero" : "Hero",
	"vcmi.bonusSource.commander" : "Command.",
	"vcmi.bonusSource.other" : "Other",

	"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.quickExchange.moveUnit" : "Move Unit",
	"vcmi.quickExchange.moveAllUnits" : "Move All Units",
	"vcmi.quickExchange.swapAllUnits" : "Swap Armies",
	"vcmi.quickExchange.moveAllArtifacts" : "Move All Artifacts",
	"vcmi.quickExchange.swapAllArtifacts" : "Swap Artifacts",
	
	"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.radialWheel.heroGetArmy" : "Get army from other hero",
	"vcmi.radialWheel.heroSwapArmy" : "Swap army with other hero",
	"vcmi.radialWheel.heroExchange" : "Open hero exchange",
	"vcmi.radialWheel.heroGetArtifacts" : "Get artifacts from other hero",
	"vcmi.radialWheel.heroSwapArtifacts" : "Swap artifacts with other hero",
	"vcmi.radialWheel.heroDismiss" : "Dismiss hero",
	"vcmi.radialWheel.upgradeCreatures" : "Upgrade all creatures",

	"vcmi.radialWheel.moveTop" : "Move to top",
	"vcmi.radialWheel.moveUp" : "Move up",
	"vcmi.radialWheel.moveDown" : "Move down",
	"vcmi.radialWheel.moveBottom" : "Move to bottom",
	
	"vcmi.randomMap.description" : "Map created by the Random Map Generator.\nTemplate was %s, size %dx%d, levels %d, players %d, computers %d, water %s, monster %s, VCMI map",
	"vcmi.randomMap.description.isHuman" : ", %s is human",
	"vcmi.randomMap.description.townChoice" : ", %s town choice is %s",
	"vcmi.randomMap.description.water.none" : "none",
	"vcmi.randomMap.description.water.normal" : "normal",
	"vcmi.randomMap.description.water.islands" : "islands",
	"vcmi.randomMap.description.monster.weak" : "weak",
	"vcmi.randomMap.description.monster.normal" : "normal",
	"vcmi.randomMap.description.monster.strong" : "strong",

	"vcmi.spellBook.search" : "search...",

	"vcmi.spellResearch.canNotAfford" : "You can't afford to replace {%SPELL1} with {%SPELL2}. But you can still discard this spell and continue spell research.",
	"vcmi.spellResearch.comeAgain" : "Research has already been done today. Come back tomorrow.",
	"vcmi.spellResearch.pay" : "Would you like to replace {%SPELL1} with {%SPELL2}? Or discard this spell and continue spell research?",
	"vcmi.spellResearch.research" : "Research this Spell",
	"vcmi.spellResearch.skip" : "Skip this Spell",
	"vcmi.spellResearch.abort" : "Abort",
	"vcmi.spellResearch.noMoreSpells" : "There are no more spells available for research.",

	"vcmi.mainMenu.serverConnecting" : "Connecting...",
	"vcmi.mainMenu.serverAddressEnter" : "Enter address:",
	"vcmi.mainMenu.serverConnectionFailed" : "Failed to connect",
	"vcmi.mainMenu.serverClosing" : "Closing...",
	"vcmi.mainMenu.hostTCP" : "Host TCP/IP game",
	"vcmi.mainMenu.joinTCP" : "Join TCP/IP game",

	"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.lobby.sortDate" : "Sorts maps by change date",
	"vcmi.lobby.backToLobby" : "Return to lobby",
	"vcmi.lobby.author" : "Author",
	"vcmi.lobby.handicap" : "Handicap",
	"vcmi.lobby.handicap.resource" : "Gives players appropriate resources to start with in addition to the normal starting resources. Negative values are allowed, but are limited to 0 in total (the player never starts with negative resources).",
	"vcmi.lobby.handicap.income" : "Changes the player's various incomes by the percentage. Is rounded up.",
	"vcmi.lobby.handicap.growth" : "Changes the growth rate of creatures in the towns owned by the player. Is rounded up.",
	"vcmi.lobby.deleteUnsupportedSave" : "{Unsupported saves found}\n\nVCMI has found %d saved games that are no longer supported, possibly due to differences in VCMI versions.\n\nDo you want to delete them?",
	"vcmi.lobby.deleteSaveGameTitle" : "Select a Saved Game to delete",
	"vcmi.lobby.deleteMapTitle" : "Select a Scenario to delete",
	"vcmi.lobby.deleteFile" : "Do you want to delete following file?",
	"vcmi.lobby.deleteFolder" : "Do you want to delete following folder?",
	"vcmi.lobby.deleteMode" : "Switch to delete mode and back",

	"vcmi.broadcast.failedLoadGame" : "Failed to load game",
	"vcmi.broadcast.command" : "Use '!help' to list available commands",
	"vcmi.broadcast.simturn.end" : "Simultaneous turns have ended",
	"vcmi.broadcast.simturn.endBetween" : "Simultaneous turns between players %s and %s have ended",
	"vcmi.broadcast.serverProblem" : "Server encountered a problem",
	"vcmi.broadcast.gameTerminated" : "game was terminated",
	"vcmi.broadcast.gameSavedAs" : "game saved as",
	"vcmi.broadcast.noCheater" : "No cheaters registered!",
	"vcmi.broadcast.playerCheater" : "Player %s is cheater!",
	"vcmi.broadcast.statisticFile" : "Statistic files can be found in %s directory",
	"vcmi.broadcast.help.commands" : "Available commands to host:",
	"vcmi.broadcast.help.exit" : "'!exit' - immediately ends current game",
	"vcmi.broadcast.help.kick" : "'!kick <player>' - kick specified player from the game",
	"vcmi.broadcast.help.save" : "'!save <filename>' - save game under specified filename",
	"vcmi.broadcast.help.statistic" : "'!statistic' - save game statistics as csv file",
	"vcmi.broadcast.help.commandsAll" : "Available commands to all players:",
	"vcmi.broadcast.help.help" : "'!help' - display this help",
	"vcmi.broadcast.help.cheaters" : "'!cheaters' - list players that entered cheat command during game",
	"vcmi.broadcast.help.vote" : "'!vote' - allows to change some game settings if all players vote for it",
	"vcmi.broadcast.vote.allow" : "'!vote simturns allow X' - allow simultaneous turns for specified number of days, or until contact",
	"vcmi.broadcast.vote.force" : "'!vote simturns force X' - force simultaneous turns for specified number of days, blocking player contacts",
	"vcmi.broadcast.vote.abort" : "'!vote simturns abort' - abort simultaneous turns once this turn ends",
	"vcmi.broadcast.vote.timer" : "'!vote timer prolong X' - prolong base timer for all players by specified number of seconds",
	"vcmi.broadcast.vote.noActive" : "No active voting!",
	"vcmi.broadcast.vote.yes" : "yes",
	"vcmi.broadcast.vote.no" : "no",
	"vcmi.broadcast.vote.notRecognized" : "Voting command not recognized!",
	"vcmi.broadcast.vote.success.untilContacts" : "Voting successful. Simultaneous turns will run for %s more days, or until contact",
	"vcmi.broadcast.vote.success.contactsBlocked" : "Voting successful. Simultaneous turns will run for %s more days. Contacts are blocked",
	"vcmi.broadcast.vote.success.nextDay" : "Voting successful. Simultaneous turns will end on next day",
	"vcmi.broadcast.vote.success.timer" : "Voting successful. Timer for all players has been prolonger for %s seconds",
	"vcmi.broadcast.vote.aborted" : "Player voted against change. Voting aborted",
	"vcmi.broadcast.vote.start.untilContacts" : "Started voting to allow simultaneous turns for %s more days",
	"vcmi.broadcast.vote.start.contactsBlocked" : "Started voting to force simultaneous turns for %s more days",
	"vcmi.broadcast.vote.start.nextDay" : "Started voting to end simultaneous turns starting from next day",
	"vcmi.broadcast.vote.start.timer" : "Started voting to prolong timer for all players by %s seconds",
	"vcmi.broadcast.vote.hint" : "Type '!vote yes' to agree to this change or '!vote no' to vote against it",
		
	"vcmi.lobby.login.title" : "VCMI Online Lobby",
	"vcmi.lobby.login.username" : "Username:",
	"vcmi.lobby.login.connecting" : "Connecting...",
	"vcmi.lobby.login.error" : "Connection error: %s",
	"vcmi.lobby.login.create" : "New Account",
	"vcmi.lobby.login.login" : "Login",
	"vcmi.lobby.login.as" : "Login as %s",
	"vcmi.lobby.login.spectator" : "Spectator",
	"vcmi.lobby.header.rooms" : "Game Rooms - %d",
	"vcmi.lobby.header.channels" : "Chat Channels",
	"vcmi.lobby.header.chat.global" : "Global Game Chat - %s", // %s -> language name
	"vcmi.lobby.header.chat.match" : "Chat from previous game on %s", // %s -> game start date & time
	"vcmi.lobby.header.chat.player" : "Private chat with %s", // %s -> nickname of another player
	"vcmi.lobby.header.history" : "Your Previous Games",
	"vcmi.lobby.header.players" : "Players Online - %d",
	"vcmi.lobby.match.solo" : "Singleplayer Game",
	"vcmi.lobby.match.duel" : "Game with %s", // %s -> nickname of another player
	"vcmi.lobby.match.multi" : "%d players",
	"vcmi.lobby.room.create.hover" : "Create New Room",
	"vcmi.lobby.room.create.help" : "Create a new room in the online lobby that other players can join.",
	"vcmi.lobby.room.players.limit" : "Players Limit",
	"vcmi.lobby.room.description.public" : "Any player can join public room.",
	"vcmi.lobby.room.description.private" : "Only invited players can join private room.",
	"vcmi.lobby.room.description.new" : "To start the game, select a scenario or set up a random map.",
	"vcmi.lobby.room.description.load" : "To start the game, use one of your saved games.",
	"vcmi.lobby.room.description.limit" : "Up to %d players can enter your room, including you.",
	"vcmi.lobby.invite.header" : "Invite Players",
	"vcmi.lobby.invite.notification" : "Player has invited you to their game room. You can now join their private room.",
	"vcmi.lobby.preview.title" : "Join Game Room",
	"vcmi.lobby.preview.subtitle" : "Game on %s, hosted by %s", //TL Note: 1) name of map or RMG template 2) nickname of game host
	"vcmi.lobby.preview.version" : "Game version:",
	"vcmi.lobby.preview.players" : "Players:",
	"vcmi.lobby.preview.mods" : "Used mods:",
	"vcmi.lobby.preview.allowed" : "Join the game room?",
	"vcmi.lobby.preview.error.header" : "Unable to join this room.",
	"vcmi.lobby.preview.error.playing" : "You need to leave your current game first.",
	"vcmi.lobby.preview.error.full" : "The room is already full.",
	"vcmi.lobby.preview.error.busy" : "The room no longer accepts new players.",
	"vcmi.lobby.preview.error.invite" : "You were not invited to this room.",
	"vcmi.lobby.preview.error.mods" : "You are using different set of mods.",
	"vcmi.lobby.preview.error.version" : "You are using different version of VCMI.",
	"vcmi.lobby.channel.add" : "Add Channel",
	"vcmi.lobby.channel.sendMessage.hover" : "Send message",
	"vcmi.lobby.channel.sendMessage.help" : "Send message",
	"vcmi.lobby.room.new" : "New Game",
	"vcmi.lobby.room.load" : "Load Game",
	"vcmi.lobby.room.type" : "Room Type",
	"vcmi.lobby.room.mode" : "Game Mode",
	"vcmi.lobby.room.state.public" : "Public",
	"vcmi.lobby.room.state.private" : "Private",
	"vcmi.lobby.room.state.busy" : "In Game",
	"vcmi.lobby.room.state.invited" : "Invited",
	"vcmi.lobby.mod.state.compatible" : "Compatible",
	"vcmi.lobby.mod.state.disabled" : "Must be enabled",
	"vcmi.lobby.mod.state.version" : "Version mismatch",
	"vcmi.lobby.mod.state.excessive" : "Must be disabled",
	"vcmi.lobby.mod.state.missing" : "Not installed",
	"vcmi.lobby.pvp.coin.hover" : "Coin",
	"vcmi.lobby.pvp.coin.help" : "Flips a coin",
	"vcmi.lobby.pvp.randomTown.hover" : "Random town",
	"vcmi.lobby.pvp.randomTown.help" : "Write a random town in the chat",
	"vcmi.lobby.pvp.randomTownVs.hover" : "Random town vs.",
	"vcmi.lobby.pvp.randomTownVs.help" : "Write two random towns in the chat",
	"vcmi.lobby.pvp.versus" : "vs.",

	"vcmi.client.errors.invalidMap" : "{Invalid map or campaign}\n\nFailed to start game! Selected map or campaign might be invalid or corrupted. Reason:\n%s",
	"vcmi.client.errors.missingCampaigns" : "{Missing data files}\n\nCampaigns data files were not found! You may be using incomplete or corrupted Heroes 3 data files. Please reinstall game data.",
	"vcmi.client.errors.modLoadingFailure" : "{Mod loading failure}\n\nCritical issues found when loading mods! Game may not work correctly or crash! Please update or disable following mods:\n\n",
	"vcmi.server.errors.disconnected" : "{Network Error}\n\nConnection to game server has been lost!",
	"vcmi.server.errors.playerLeft" : "{Player Left}\n\n%s player have disconnected from the game!", //%s -> player color
	"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.errors.unknownEntity" : "Failed to load save! Unknown entity '%s' found in saved game! Save may not be compatible with currently installed version of mods!",
	"vcmi.server.errors.wrongIdentified"   : "You were identified as player %s while expecting %s",
	"vcmi.server.errors.notAllowed"   : "You are not allowed to perform this action!",
	
	"vcmi.dimensionDoor.seaToLandError" : "It's not possible to teleport from sea to land or vice versa with a Dimension Door.",

	"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.statisticWindow.statistics" : "Statistics",
	"vcmi.statisticWindow.tsvCopy" : "Data to clipboard",
	"vcmi.statisticWindow.selectView" : "Select view",
	"vcmi.statisticWindow.value" : "Value",
	"vcmi.statisticWindow.title.overview" : "Overview",
	"vcmi.statisticWindow.title.resources" : "Resources",
	"vcmi.statisticWindow.title.income" : "Income",
	"vcmi.statisticWindow.title.numberOfHeroes" : "No. of heroes",
	"vcmi.statisticWindow.title.numberOfTowns" : "No. of towns",
	"vcmi.statisticWindow.title.numberOfArtifacts" : "No. of artifacts",
	"vcmi.statisticWindow.title.numberOfDwellings" : "No. of dwellings",
	"vcmi.statisticWindow.title.numberOfMines" : "No. of mines",
	"vcmi.statisticWindow.title.armyStrength" : "Army strength",
	"vcmi.statisticWindow.title.experience" : "Experience",
	"vcmi.statisticWindow.title.resourcesSpentArmy" : "Army costs",
	"vcmi.statisticWindow.title.resourcesSpentBuildings" : "Building costs",
	"vcmi.statisticWindow.title.mapExplored" : "Map explore ratio",
	"vcmi.statisticWindow.param.playerName" : "Player name",
	"vcmi.statisticWindow.param.daysSurvived" : "Days survived",
	"vcmi.statisticWindow.param.maxHeroLevel" : "Max hero level",
	"vcmi.statisticWindow.param.battleWinRatioHero" : "Win ratio (vs. hero)",
	"vcmi.statisticWindow.param.battleWinRatioNeutral" : "Win ratio (vs. neutral)",
	"vcmi.statisticWindow.param.battlesHero" : "Battles (vs. hero)",
	"vcmi.statisticWindow.param.battlesNeutral" : "Battles (vs. neutral)",
	"vcmi.statisticWindow.param.maxArmyStrength" : "Max total army strength",
	"vcmi.statisticWindow.param.tradeVolume" : "Trade volume",
	"vcmi.statisticWindow.param.obeliskVisited" : "Obelisk visited",
	"vcmi.statisticWindow.icon.townCaptured" : "Town captured",
	"vcmi.statisticWindow.icon.strongestHeroDefeated" : "Strongest hero of opponent defeated",
	"vcmi.statisticWindow.icon.grailFound" : "Grail found",
	"vcmi.statisticWindow.icon.defeated" : "Defeated",

	"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 backpack button etc. Disable to have a more classic experience.",
	"vcmi.systemOptions.enableLargeSpellbookButton.hover"  : "Large Spell Book",
	"vcmi.systemOptions.enableLargeSpellbookButton.help"   : "{Large Spell Book}\n\nEnables larger spell book that fits more spells per page. Spell book page change animation does not work with this setting enabled.",
	"vcmi.systemOptions.audioMuteFocus.hover"  : "Mute on inactivity",
	"vcmi.systemOptions.audioMuteFocus.help"   : "{Mute on inactivity}\n\nMute audio on inactive window focus. Exceptions are ingame messages and new turn sound.",
	"vcmi.systemOptions.enableOverlayButton.hover"  : "Enable Overlay",
	"vcmi.systemOptions.enableOverlayButton.help"   : "{Enable Overlay}\n\nEnable overlays for showing additional infos such as building names using the ALT key or the two finger gesture.",

	"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",
	"vcmi.adventureOptions.leftButtonDrag.help" : "{Left Click Drag}\n\nWhen enabled, moving mouse with left button pressed will drag adventure map view.",
	"vcmi.adventureOptions.rightButtonDrag.hover" : "Right Click Drag",
	"vcmi.adventureOptions.rightButtonDrag.help" : "{Right Click Drag}\n\nWhen enabled, moving mouse with right button pressed will drag adventure map view.",
	"vcmi.adventureOptions.smoothDragging.hover" : "Smooth Map Dragging",
	"vcmi.adventureOptions.smoothDragging.help" : "{Smooth Map Dragging}\n\nWhen enabled, map dragging has a modern run out effect.",
	"vcmi.adventureOptions.skipAdventureMapAnimations.hover" : "Skip fading effects",
	"vcmi.adventureOptions.skipAdventureMapAnimations.help" : "{Skip fading effects}\n\nWhen enabled, Skips object fadeout and similar effects (resource collection, ship embark etc). Makes UI more reactive in some cases at the expense of aesthetics. Especially useful in PvP games. For maximum movement speed skipping is active regardless of this setting.",
	"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.adventureOptions.hideBackground.hover" : "Hide Background",
	"vcmi.adventureOptions.hideBackground.help" : "{Hide Background}\n\nHide the adventuremap in the background and show a texture instead.",

	"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.battleOptions.endWithAutocombat.hover" : "Ends battle",
	"vcmi.battleOptions.endWithAutocombat.help" : "{Ends battle}\n\nAuto-Combat plays battle to end instant",
	"vcmi.battleOptions.showQuickSpell.hover" : "Show Quickspell panel",
	"vcmi.battleOptions.showQuickSpell.help" : "{Show Quickspell panel}\n\nShow panel for quick selecting spells",
	"vcmi.battleOptions.showHealthBar.hover" : "Show health bar",
	"vcmi.battleOptions.showHealthBar.help" : "{Show health bar}\n\nShow health bar indicating remaining health before one unit dies.",	

	"vcmi.adventureMap.revisitObject.hover" : "Revisit Object",
	"vcmi.adventureMap.revisitObject.help" : "{Revisit Object}\n\nIf a hero currently stands on a Map Object, he can revisit the location.",

	"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.battleWindow.damageRetaliation.will" : "Will retaliate ",
	"vcmi.battleWindow.damageRetaliation.may" : "May retaliate ",
	"vcmi.battleWindow.damageRetaliation.never" : "Will not retaliate.",
	"vcmi.battleWindow.damageRetaliation.damage" : "(%DAMAGE).",
	"vcmi.battleWindow.damageRetaliation.damageKills" : "(%DAMAGE, %KILLS).",
	
	"vcmi.battleWindow.killed" : "Killed",
	"vcmi.battleWindow.accurateShot.resultDescription.0" : "%d %s were killed by accurate shots!",
	"vcmi.battleWindow.accurateShot.resultDescription.1" : "%d %s was killed with an accurate shot!",
	"vcmi.battleWindow.accurateShot.resultDescription.2" : "%d %s were killed by accurate shots!",
	"vcmi.battleWindow.endWithAutocombat" : "Are you sure you wish to end the battle with auto combat?",

	"vcmi.battleResultsWindow.applyResultsLabel" : "Accept battle result?",

	"vcmi.tutorialWindow.title" : "Touchscreen Introduction",
	"vcmi.tutorialWindow.decription.RightClick" : "Touch and hold the element on which you want to right-click. Touch the free area to close.",
	"vcmi.tutorialWindow.decription.MapPanning" : "Touch and drag with one finger to move the map.",
	"vcmi.tutorialWindow.decription.MapZooming" : "Pinch with two fingers to change the map zoom.",
	"vcmi.tutorialWindow.decription.RadialWheel" : "Swiping opens radial wheel for various actions, such as creature/hero management and town ordering.",
	"vcmi.tutorialWindow.decription.BattleDirection" : "To attack from a particular direction, swipe in the direction from which the attack is to be made.",
	"vcmi.tutorialWindow.decription.BattleDirectionAbort" : "The attack direction gesture can be cancelled if the finger is far enough away.",
	"vcmi.tutorialWindow.decription.AbortSpell" : "Touch and hold to cancel a spell.",

	"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.townStructure.bank.borrow" : "You enter the bank. A banker sees you and says: \"We have made a special offer for you. You can take a loan of 2500 gold from us for 5 days. You will have to repay 500 gold every day.\"",
	"vcmi.townStructure.bank.payBack" : "You enter the bank. A banker sees you and says: \"You have already got your loan. Pay it back before taking a new one.\"",

	"vcmi.townWindow.upgradeAll.notAllUpgradable" : "Not enough resources to upgrade all creatures. Do you want to upgrade following creatures?",
	"vcmi.townWindow.upgradeAll.notUpgradable" : "Not enough resources to upgrade any creature.",

	"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.heroWindow.sortBackpackByCost.hover"  : "By value",
	"vcmi.heroWindow.sortBackpackByCost.help"  : "{Sort by cost}\n\nSort artifacts in backpack by cost.",
	"vcmi.heroWindow.sortBackpackBySlot.hover"  : "By slot",
	"vcmi.heroWindow.sortBackpackBySlot.help"  : "{Sort by slot}\n\nSort artifacts in backpack by equipped slot.",
	"vcmi.heroWindow.sortBackpackByClass.hover"  : "By class",
	"vcmi.heroWindow.sortBackpackByClass.help"  : "{Sort by class}\n\nSort artifacts in backpack by artifact class. Treasure, Minor, Major, Relic",
	"vcmi.heroWindow.fusingArtifact.fusing" : "You possess all of the components needed for the fusion of the %s. Do you wish to perform the fusion? {All components will be consumed upon fusion.}",

	"vcmi.tavernWindow.inviteHero"  : "Invite hero",

	"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.turnOptions.hover" : "Turn Options",
	"vcmi.optionsTab.turnOptions.help" : "Select turn timer and simultaneous turns options",

	"vcmi.optionsTab.chessFieldBase.hover" : "Base timer",
	"vcmi.optionsTab.chessFieldTurn.hover" : "Turn timer",
	"vcmi.optionsTab.chessFieldBattle.hover" : "Battle timer",
	"vcmi.optionsTab.chessFieldUnit.hover" : "Unit timer",
	"vcmi.optionsTab.chessFieldBase.help" : "Used when {Turn Timer} reaches 0. Set once at game start. On reaching zero, ends current turn. Any ongoing combat with end with a loss.",
	"vcmi.optionsTab.chessFieldTurnAccumulate.help" : "Used out of combat or when {Battle Timer} runs out. Reset each turn. Leftover added to {Base Timer} at turn's end.",
	"vcmi.optionsTab.chessFieldTurnDiscard.help" : "Used out of combat or when {Battle Timer} runs out. Reset each turn. Any unspent time is lost",
	"vcmi.optionsTab.chessFieldBattle.help" : "Used in battles with AI or in pvp combat when {Unit Timer} runs out. Reset at start of each combat.",
	"vcmi.optionsTab.chessFieldUnitAccumulate.help" : "Used when selecting unit action in pvp combat. Leftover added to {Battle Timer} at end of unit turn.",
	"vcmi.optionsTab.chessFieldUnitDiscard.help" : "Used when selecting unit action in pvp combat. Reset at start of each unit's turn. Any unspent time is lost",

	"vcmi.optionsTab.accumulate" : "Accumulate",

	"vcmi.optionsTab.simturnsTitle" : "Simultaneous turns",
	"vcmi.optionsTab.simturnsMin.hover" : "At least for",
	"vcmi.optionsTab.simturnsMax.hover" : "At most for",
	"vcmi.optionsTab.simturnsAI.hover" : "(Experimental) Simultaneous AI Turns",
	"vcmi.optionsTab.simturnsMin.help" : "Play simultaneously for specified number of days. Contacts between players during this period are blocked",
	"vcmi.optionsTab.simturnsMax.help" : "Play simultaneously for specified number of days or until contact with another player",
	"vcmi.optionsTab.simturnsAI.help" : "{Simultaneous AI Turns}\nExperimental option. Allows AI players to act at the same time as human player when simultaneous turns are enabled.",

	"vcmi.optionsTab.turnTime.select"     : "Select turn timer preset",
	"vcmi.optionsTab.turnTime.unlimited"  : "Unlimited turn time",
	"vcmi.optionsTab.turnTime.classic.1"  : "Classic timer: 1 minute",
	"vcmi.optionsTab.turnTime.classic.2"  : "Classic timer: 2 minutes",
	"vcmi.optionsTab.turnTime.classic.5"  : "Classic timer: 5 minutes",
	"vcmi.optionsTab.turnTime.classic.10" : "Classic timer: 10 minutes",
	"vcmi.optionsTab.turnTime.classic.20" : "Classic timer: 20 minutes",
	"vcmi.optionsTab.turnTime.classic.30" : "Classic timer: 30 minutes",
	"vcmi.optionsTab.turnTime.chess.20"   : "Chess: 20:00 + 10:00 + 02:00 + 00:00",
	"vcmi.optionsTab.turnTime.chess.16"   : "Chess: 16:00 + 08:00 + 01:30 + 00:00",
	"vcmi.optionsTab.turnTime.chess.8"    : "Chess: 08:00 + 04:00 + 01:00 + 00:00",
	"vcmi.optionsTab.turnTime.chess.4"    : "Chess: 04:00 + 02:00 + 00:30 + 00:00",
	"vcmi.optionsTab.turnTime.chess.2"    : "Chess: 02:00 + 01:00 + 00:15 + 00:00",
	"vcmi.optionsTab.turnTime.chess.1"    : "Chess: 01:00 + 01:00 + 00:00 + 00:00",

	"vcmi.optionsTab.simturns.select"         : "Select simultaneous turns preset",
	"vcmi.optionsTab.simturns.none"           : "No simultaneous turns",
	"vcmi.optionsTab.simturns.tillContactMax" : "Simturns: Until contact",
	"vcmi.optionsTab.simturns.tillContact1"   : "Simturns: 1 week, break on contact",
	"vcmi.optionsTab.simturns.tillContact2"   : "Simturns: 2 weeks, break on contact",
	"vcmi.optionsTab.simturns.tillContact4"   : "Simturns: 1 month, break on contact",
	"vcmi.optionsTab.simturns.blocked1"       : "Simturns: 1 week, contacts blocked",
	"vcmi.optionsTab.simturns.blocked2"       : "Simturns: 2 weeks, contacts blocked",
	"vcmi.optionsTab.simturns.blocked4"       : "Simturns: 1 month, contacts blocked",
	
	// Translation note: translate strings below using form that is correct for "0 days", "1 day" and "2 days" in your language
	// Using this information, VCMI will automatically select correct plural form for every possible amount
	"vcmi.optionsTab.simturns.days.0" : " %d days",
	"vcmi.optionsTab.simturns.days.1" : " %d day",
	"vcmi.optionsTab.simturns.days.2" : " %d days",
	"vcmi.optionsTab.simturns.weeks.0" : " %d weeks",
	"vcmi.optionsTab.simturns.weeks.1" : " %d week",
	"vcmi.optionsTab.simturns.weeks.2" : " %d weeks",
	"vcmi.optionsTab.simturns.months.0" : " %d months",
	"vcmi.optionsTab.simturns.months.1" : " %d month",
	"vcmi.optionsTab.simturns.months.2" : " %d months",

	"vcmi.optionsTab.extraOptions.hover" : "Extra Options",
	"vcmi.optionsTab.extraOptions.help" : "Additional settings for the game",

	"vcmi.optionsTab.cheatAllowed.hover" : "Allow cheats",
	"vcmi.optionsTab.unlimitedReplay.hover" : "Unlimited battle replay",
	"vcmi.optionsTab.cheatAllowed.help" : "{Allow cheats}\nAllows the inputs of cheats during the game.",
	"vcmi.optionsTab.unlimitedReplay.help" : "{Unlimited battle replay}\nNo limit of replaying battles.",

	// 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",
	"vcmi.map.victoryCondition.angelicAlliancePartLost.toSelf" : "Alas, you have lost part of the Angelic Alliance. All is lost.",

	// 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",
	
	// Strings for HotA Seer Hut / Quest Guards
	"core.seerhut.quest.heroClass.complete.0" : "Ah, you are %s.  Here's a gift for you.  Do you accept?",
	"core.seerhut.quest.heroClass.complete.1" : "Ah, you are %s.  Here's a gift for you.  Do you accept?",
	"core.seerhut.quest.heroClass.complete.2" : "Ah, you are %s.  Here's a gift for you.  Do you accept?",
	"core.seerhut.quest.heroClass.complete.3" : "The guards note that you are %s and offer to let you pass.  Do you accept?",
	"core.seerhut.quest.heroClass.complete.4" : "The guards note that you are %s and offer to let you pass.  Do you accept?",
	"core.seerhut.quest.heroClass.complete.5" : "The guards note that you are %s and offer to let you pass.  Do you accept?",
	"core.seerhut.quest.heroClass.description.0" : "Send %s to %s",
	"core.seerhut.quest.heroClass.description.1" : "Send %s to %s",
	"core.seerhut.quest.heroClass.description.2" : "Send %s to %s",
	"core.seerhut.quest.heroClass.description.3" : "Send %s to open gate",
	"core.seerhut.quest.heroClass.description.4" : "Send %s to open gate",
	"core.seerhut.quest.heroClass.description.5" : "Send %s to open gate",
	"core.seerhut.quest.heroClass.hover.0" : "(seeks hero of %s class)",
	"core.seerhut.quest.heroClass.hover.1" : "(seeks hero of %s class)",
	"core.seerhut.quest.heroClass.hover.2" : "(seeks hero of %s class)",
	"core.seerhut.quest.heroClass.hover.3" : "(seeks hero of %s class)",
	"core.seerhut.quest.heroClass.hover.4" : "(seeks hero of %s class)",
	"core.seerhut.quest.heroClass.hover.5" : "(seeks hero of %s class)",
	"core.seerhut.quest.heroClass.receive.0" : "I've got a gift for %s.",
	"core.seerhut.quest.heroClass.receive.1" : "I've got a gift for %s.",
	"core.seerhut.quest.heroClass.receive.2" : "I've got a gift for %s.",
	"core.seerhut.quest.heroClass.receive.3" : "The guards here say they will only let %s pass.",
	"core.seerhut.quest.heroClass.receive.4" : "The guards here say they will only let %s pass.",
	"core.seerhut.quest.heroClass.receive.5" : "The guards here say they will only let %s pass.",
	"core.seerhut.quest.heroClass.visit.0" : "You are not %s.  I've got nothing for you. Begone!",
	"core.seerhut.quest.heroClass.visit.1" : "You are not %s.  I've got nothing for you. Begone!",
	"core.seerhut.quest.heroClass.visit.2" : "You are not %s.  I've got nothing for you. Begone!",
	"core.seerhut.quest.heroClass.visit.3" : "The guards here will only let %s pass.",
	"core.seerhut.quest.heroClass.visit.4" : "The guards here will only let %s pass.",
	"core.seerhut.quest.heroClass.visit.5" : "The guards here will only let %s pass.",
	
	"core.seerhut.quest.reachDate.complete.0" : "I'm free now.  Here's what I've got for you.  Do you accept?",
	"core.seerhut.quest.reachDate.complete.1" : "I'm free now.  Here's what I've got for you.  Do you accept?",
	"core.seerhut.quest.reachDate.complete.2" : "I'm free now.  Here's what I've got for you.  Do you accept?",
	"core.seerhut.quest.reachDate.complete.3" : "You are free to go through now.  Do you wish to pass?",
	"core.seerhut.quest.reachDate.complete.4" : "You are free to go through now.  Do you wish to pass?",
	"core.seerhut.quest.reachDate.complete.5" : "You are free to go through now.  Do you wish to pass?",
	"core.seerhut.quest.reachDate.description.0" : "Wait till %s for %s",
	"core.seerhut.quest.reachDate.description.1" : "Wait till %s for %s",
	"core.seerhut.quest.reachDate.description.2" : "Wait till %s for %s",
	"core.seerhut.quest.reachDate.description.3" : "Wait till %s to open gate",
	"core.seerhut.quest.reachDate.description.4" : "Wait till %s to open gate",
	"core.seerhut.quest.reachDate.description.5" : "Wait till %s to open gate",
	"core.seerhut.quest.reachDate.hover.0" : "(Return not before %s)",
	"core.seerhut.quest.reachDate.hover.1" : "(Return not before %s)",
	"core.seerhut.quest.reachDate.hover.2" : "(Return not before %s)",
	"core.seerhut.quest.reachDate.hover.3" : "(Return not before %s)",
	"core.seerhut.quest.reachDate.hover.4" : "(Return not before %s)",
	"core.seerhut.quest.reachDate.hover.5" : "(Return not before %s)",
	"core.seerhut.quest.reachDate.receive.0" : "I'm busy.  Come back not before %s",
	"core.seerhut.quest.reachDate.receive.1" : "I'm busy.  Come back not before %s",
	"core.seerhut.quest.reachDate.receive.2" : "I'm busy.  Come back not before %s",
	"core.seerhut.quest.reachDate.receive.3" : "Closed till %s.",
	"core.seerhut.quest.reachDate.receive.4" : "Closed till %s.",
	"core.seerhut.quest.reachDate.receive.5" : "Closed till %s.",
	"core.seerhut.quest.reachDate.visit.0" : "I'm busy.  Come back not before %s.",
	"core.seerhut.quest.reachDate.visit.1" : "I'm busy.  Come back not before %s.",
	"core.seerhut.quest.reachDate.visit.2" : "I'm busy.  Come back not before %s.",
	"core.seerhut.quest.reachDate.visit.3" : "Closed till %s.",
	"core.seerhut.quest.reachDate.visit.4" : "Closed till %s.",
	"core.seerhut.quest.reachDate.visit.5" : "Closed till %s.",
	
	"mapObject.core.hillFort.object.description" : "Upgrades creatures. Levels 1 - 4 are less expensive than in associated town.",
	
	"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 ${subtype.spell}",
	"core.bonus.ENEMY_ATTACK_REDUCTION.name" : "Ignore Attack (${val}%)",
	"core.bonus.ENEMY_ATTACK_REDUCTION.description" : "When being attacked, ${val}% of the attacker's attack is ignored",
	"core.bonus.ENEMY_DEFENCE_REDUCTION.name" : "Ignore Defense (${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.FEROCITY.name" : "Ferocity",
	"core.bonus.FEROCITY.description" : "Attacks ${val} additional times if killed anybody",
	"core.bonus.FLYING.name" : "Fly",
	"core.bonus.FLYING.description" : "Flies when moving (ignores obstacles)",
	"core.bonus.FREE_SHOOTING.name" : "Shoot Close",
	"core.bonus.FREE_SHOOTING.description" : "Can use ranged attacks at melee range",
	"core.bonus.GARGOYLE.name" : "Gargoyle",
	"core.bonus.GARGOYLE.description" : "Cannot be raised or healed",
	"core.bonus.GENERAL_DAMAGE_REDUCTION.name" : "Reduce Damage (${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.REVENGE.name" : "Revenge",
	"core.bonus.REVENGE.description" : "Deals extra damage based on attacker's lost health in battle",
	"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_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)",
	"core.bonus.DISINTEGRATE.name" : "Disintegrate",
	"core.bonus.DISINTEGRATE.description" : "No corpse remains after death",
	"core.bonus.INVINCIBLE.name" : "Invincible",
	"core.bonus.INVINCIBLE.description" : "Cannot be affected by anything",
	"core.bonus.MECHANICAL.name" : "Mechanical",
	"core.bonus.MECHANICAL.description" : "Immunity to many effects, repairable",
	"core.bonus.PRISM_HEX_ATTACK_BREATH.name" : "Prism Breath",
	"core.bonus.PRISM_HEX_ATTACK_BREATH.description" : "Prism Breath Attack (three directions)",
	"core.bonus.SPELL_DAMAGE_REDUCTION.name" : "Spell Resistance",
	"core.bonus.SPELL_DAMAGE_REDUCTION.name.air" : "Air Spells Resistance",
	"core.bonus.SPELL_DAMAGE_REDUCTION.name.fire" : "Fire Spells Resistance",
	"core.bonus.SPELL_DAMAGE_REDUCTION.name.water" : "Water Spells Resistance",
	"core.bonus.SPELL_DAMAGE_REDUCTION.name.earth" : "Earth Spells Resistance",
	"core.bonus.SPELL_DAMAGE_REDUCTION.description" : "Damage from all spells reduced by ${val}%.",
	"core.bonus.SPELL_DAMAGE_REDUCTION.description.air" : "Damage from all Air spells reduced by ${val}%.",
	"core.bonus.SPELL_DAMAGE_REDUCTION.description.fire" : "Damage from all Fire spells reduced by ${val}%.",
	"core.bonus.SPELL_DAMAGE_REDUCTION.description.water" : "Damage from all Water spells reduced by ${val}%.",
	"core.bonus.SPELL_DAMAGE_REDUCTION.description.earth" : "Damage from all Earth spells reduced by ${val}%.",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.name" : "Spell immunity",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.name.air" : "Air immunity",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.name.fire" : "Fire immunity",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.name.water" : "Water immunity",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.name.earth" : "Earth immunity",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.description" : "This unit is immune to all spells",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.description.air" : "This unit is immune to all Air school spells",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.description.fire" : "This unit is immune to all Fire school spells",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.description.water" : "This unit is immune to all Water school spells",
	"core.bonus.SPELL_SCHOOL_IMMUNITY.description.earth" : "This unit is immune to all Earth school spells",
	"core.bonus.OPENING_BATTLE_SPELL.name" : "Starts with spell",
	"core.bonus.OPENING_BATTLE_SPELL.description" : "Casts ${subtype.spell} on battle start",
	
	"spell.core.castleMoat.name" : "Moat",
	"spell.core.castleMoatTrigger.name" : "Moat",
	"spell.core.catapultShot.name" : "Catapult shot",
	"spell.core.cyclopsShot.name" : "Siege shot",
	"spell.core.dungeonMoat.name" : "Boiling Oil",
	"spell.core.dungeonMoatTrigger.name" : "Boiling Oil",
	"spell.core.fireWallTrigger.name" : "Fire Wall",
	"spell.core.firstAid.name" : "First Aid",
	"spell.core.fortressMoat.name" : "Boiling Tar",
	"spell.core.fortressMoatTrigger.name" : "Boiling Tar",
	"spell.core.infernoMoat.name" : "Lava",
	"spell.core.infernoMoatTrigger.name" : "Lava",
	"spell.core.landMineTrigger.name" : "Land Mine",
	"spell.core.necropolisMoat.name" : "Boneyard",
	"spell.core.necropolisMoatTrigger.name" : "Boneyard",
	"spell.core.rampartMoat.name" : "Brambles",
	"spell.core.rampartMoatTrigger.name" : "Brambles",
	"spell.core.strongholdMoat.name" : "Wooden Spikes",
	"spell.core.strongholdMoatTrigger.name" : "Wooden Spikes",
	"spell.core.summonDemons.name" : "Summon Demons",
	"spell.core.towerMoat.name" : "Land Mine"
}
