Data:LocStrings/en.json

From Heroes of Might and Magic: Olden Era Official Wiki

{ "tokens": [ {"sid":"world_cheat_dropdown_fraction_human","text":"Temple"}, {"sid":"world_cheat_dropdown_fraction_undead","text":"Necropolis"}, {"sid":"world_cheat_dropdown_fraction_dungeon","text":"Dungeon"}, {"sid":"world_cheat_dropdown_fraction_nature","text":"Grove"}, {"sid":"world_cheat_dropdown_fraction_demon","text":"Hive"}, {"sid":"world_cheat_dropdown_fraction_unfrozen","text":"Schism"}, {"sid":"unit_attack","text":"Attack"}, {"sid":"unit_defence","text":"Defense"}, {"sid":"unit_damage","text":"Damage"}, {"sid":"unit_luck","text":"Luck"}, {"sid":"unit_moral","text":"Morale"}, {"sid":"unit_init","text":"Initiative"}, {"sid":"unit_speed","text":"Speed"}, {"sid":"unit_immune","text":"Immune"}, {"sid":"unit_unaffected","text":"Unaffected"}, {"sid":"unit_count","text":"Amount"}, {"sid":"base_class_living","text":"Living"}, {"sid":"base_class_living_description","text":"A fully sentient inhabitant of Jadame.

Morale range: –{1} to {0}.
Luck range: –{3} to {2}.

Fallen Living creatures count towards the power of Necromancy reanimation after battle."}, {"sid":"base_class_magic_creature","text":"Magic Creature"}, {"sid":"base_class_magic_creature_description","text":"A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so.

Morale range: –{1} to {0}.
Luck range: –{3} to {2}.

Fallen Magic Creatures count towards the power of Necromancy reanimation after battle."}, {"sid":"base_class_dragon","text":"Dragon"}, {"sid":"base_class_dragon_description","text":"A powerful ancient creature, often intelligent and imbued with wondrous magic.

Morale range: {1} to {0}.
Luck range: {3} to {2}.

Fallen Dragons count towards the power of Necromancy reanimation after battle."}, {"sid":"base_class_demon","text":"Hive Spawn"}, {"sid":"base_class_demon_description","text":"A part of a hivemind that serves a powerful lord from beyond.

Morale range: –{1} to {0}.
Luck range: –{3} to {2}.

Fallen Hive Spawn count towards the power of Necromancy reanimation after battle."}, {"sid":"base_class_undead","text":"Undead"}, {"sid":"base_class_undead_description","text":"A creature or person whose life has been prolonged by unnatural means.

Morale: Always neutral.
Luck range: –{1} to {0}.

Fallen Undead do NOT count towards the power of Necromancy reanimation after battle."}, {"sid":"base_class_embodiment","text":"Embodiment"}, {"sid":"base_class_embodiment_description","text":"A spirit, soul, or other intangible power that has coalesced into material form.

Morale range: –{1} to {0}.
Luck range: –{3} to {2}.

Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle."}, {"sid":"base_class_construct","text":"Construct"}, {"sid":"base_class_construct_description","text":"Inert matter that has been reanimated with magic or other means.

Morale: Always neutral.
Luck: Always neutral.

Fallen Constructs do NOT count towards the power of Necromancy reanimation after battle."}, {"sid":"base_class_caster","text":"Ability Mastery"}, {"sid":"base_class_caster_description","text":"Can use active abilities in battle."}, {"sid":"base_passive_melee_attack_name","text":"Melee Attack"}, {"sid":"base_passive_melee_attack_description","text":"Can only attack adjacent enemies. Provokes counterattacks."}, {"sid":"base_passive_melee_attack_no_counter_name","text":"Melee Attack"}, {"sid":"base_passive_melee_attack_no_counter_description","text":"Can only attack adjacent enemies. Enemies do not counterattack."}, {"sid":"base_passive_remote_attack_name","text":"Long Reach"}, {"sid":"base_passive_remote_attack_description","text":"Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target."}, {"sid":"base_passive_remote_attack_penalty_name","text":"Long Reach"}, {"sid":"base_passive_remote_attack_penalty_description","text":"Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the user next to the target.
Melee Attack deals –{0} Damage."}, {"sid":"base_passive_ranged_attack_name","text":"Ranged Attack"}, {"sid":"base_passive_ranged_attack_description","text":"Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –{3}% Melee Damage.
Targets {0} or more hexes away take –{1}% Damage per hex (up to –{2}%)."}, {"sid":"base_passive_ranged_attack_no_range_name","text":"Ranged Attack"}, {"sid":"base_passive_ranged_attack_no_range_description","text":"Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –{0}% Melee Damage."}, {"sid":"base_passive_ranged_attack_no_close_name","text":"Ranged Attack"}, {"sid":"base_passive_ranged_attack_no_close_description","text":"Can attack enemies at any range.
Targets {0} or more hexes away take –{1}% Damage per hex (up to –{2}%)."}, {"sid":"base_passive_ranged_attack_no_range_close_name","text":"Ranged Attack"}, {"sid":"base_passive_ranged_attack_no_range_close_description","text":"Can attack enemies at any range."}, {"sid":"base_passive_duelist_name","text":"Duelist"}, {"sid":"base_passive_duelist_description","text":"Receives no penalty in Melee range, dealing full Damage."}, {"sid":"base_passive_sharpshooter_name","text":"Sharpshooter"}, {"sid":"base_passive_sharpshooter_description","text":"Ranged attacks deal full Ranged Damage at any range."}, {"sid":"base_passive_double_strike_name","text":"Double Strike"}, {"sid":"base_passive_double_strike_description","text":"Strikes twice when performing attacks."}, {"sid":"base_passive_double_strike_melee_attack_name","text":"Double Melee Strike"}, {"sid":"base_passive_double_strike_melee_attack_description","text":"Strikes twice when performing Melee attacks."}, {"sid":"base_passive_double_strike_remote_attack_name","text":"Double Long Reach Strike"}, {"sid":"base_passive_double_strike_remote_attack_description","text":"Strikes twice when performing Long Reach attacks."}, {"sid":"base_passive_double_strike_ranged_attack_name","text":"Double Shot"}, {"sid":"base_passive_double_strike_ranged_attack_description","text":"Strikes twice when performing Ranged attacks."}, {"sid":"base_passive_quickness_name","text":"Nimbleness"}, {"sid":"base_passive_quickness_description","text":"Can perform Ranged attacks even while adjacent to an enemy."}, {"sid":"base_passive_magic_attack_name","text":"Magic Attack"}, {"sid":"base_passive_magic_attack_description","text":"Attacks deal Magic Damage. This Damage is not affected by the attacker’s Attack or the target’s Defense, but it can be reduced by specific skills and abilities."}, {"sid":"base_passive_pure_attack_name","text":"Pure Attack"}, {"sid":"base_passive_pure_attack_description","text":"Attacks deal Pure Damage. This Damage is not affected by the attacker’s Attack or the target’s Defense."}, {"sid":"base_passive_noncounter_name","text":"Swift Strike"}, {"sid":"base_passive_noncounter_description","text":"Enemies do not counterattack."}, {"sid":"base_passive_countershot_name","text":"Countershot"}, {"sid":"base_passive_countershot_description","text":"Counterattacks when struck with a Ranged attack."}, {"sid":"base_passive_alert_name","text":"Parry"}, {"sid":"base_passive_alert_description","text":"When attacked, this creature’s counterattack strikes first."}, {"sid":"base_passive_double_counterattack_name","text":"Double Counterattack"}, {"sid":"base_passive_double_counterattack_description","text":"Counterattacks twice: once before the enemy’s attack and once after."}, {"sid":"base_passive_aware_1_name","text":"Alert I"}, {"sid":"base_passive_aware_1_description","text":"Can counterattack up to twice per round."}, {"sid":"base_passive_aware_2_name","text":"Alert II"}, {"sid":"base_passive_aware_2_description","text":"Can counterattack unlimited times per round."}, {"sid":"base_passive_flyer_name","text":"Flying"}, {"sid":"base_passive_flyer_description","text":"Movement ignores obstacles and traps."}, {"sid":"base_passive_floating_name","text":"Floating"}, {"sid":"base_passive_floating_description","text":"Movement ignores traps (but not obstacles)."}, {"sid":"base_passive_blink_name","text":"Blink"}, {"sid":"base_passive_blink_description","text":"Teleports directly to destination hex, ignoring obstacles and traps."}, {"sid":"base_passive_immunity_magic_1_name","text":"Magic Immunity I"}, {"sid":"base_passive_immunity_magic_1_description","text":"Immune to tier‑1 spells and creature abilities."}, {"sid":"base_passive_immunity_magic_1_description_alt","text":"Immune to tier‑1 spells."}, {"sid":"base_passive_immunity_magic_2_name","text":"Magic Immunity II"}, {"sid":"base_passive_immunity_magic_2_description","text":"Immune to tier‑2 and lower spells and creature abilities."}, {"sid":"base_passive_immunity_magic_2_description_alt","text":"Immune to tier‑2 and lower spells."}, {"sid":"base_passive_immunity_magic_3_name","text":"Magic Immunity III"}, {"sid":"base_passive_immunity_magic_3_description","text":"Immune to tier‑3 and lower spells and creature abilities."}, {"sid":"base_passive_immunity_magic_3_description_alt","text":"Immune to tier‑3 and lower spells."}, {"sid":"base_passive_immunity_magic_4_name","text":"Magic Immunity IV"}, {"sid":"base_passive_immunity_magic_4_description","text":"Immune to tier‑4 and lower spells and creature abilities."}, {"sid":"base_passive_immunity_magic_4_description_alt","text":"Immune to tier‑4 and lower spells."}, {"sid":"base_passive_immunity_magic_5_name","text":"Magic Immunity V"}, {"sid":"base_passive_immunity_magic_5_description","text":"Immune to tier‑5 and lower spells and creature abilities."}, {"sid":"base_passive_immunity_magic_5_description_alt","text":"Immune to tier‑5 and lower spells."}, {"sid":"base_passive_immunity_daylight_name","text":"Daylight Immunity"}, {"sid":"base_passive_immunity_daylight_description","text":"Immune to Daylight spells."}, {"sid":"base_passive_immunity_night_name","text":"Nightshade Immunity"}, {"sid":"base_passive_immunity_night_description","text":"Immune to Nightshade spells."}, {"sid":"base_passive_immunity_spacetime_name","text":"Arcane Immunity"}, {"sid":"base_passive_immunity_spacetime_description","text":"Immune to Arcane spells."}, {"sid":"base_passive_immunity_primal_name","text":"Primal Immunity"}, {"sid":"base_passive_immunity_primal_description","text":"Immune to Primal spells."}, {"sid":"base_passive_immunity_curse_name","text":"Curse Immunity"}, {"sid":"base_passive_immunity_curse_description","text":"Immune to negative effects."}, {"sid":"base_passive_immunity_bless_name","text":"Blessing immunity"}, {"sid":"base_passive_immunity_bless_description","text":"Immune to positive effects"}, {"sid":"base_passive_steelskin_0_name","text":"Melee Defense I"}, {"sid":"base_passive_steelskin_1_name","text":"Melee Defense II"}, {"sid":"base_passive_steelskin_2_name","text":"Melee Defense III"}, {"sid":"base_passive_steelskin_3_name","text":"Melee Defense IV"}, {"sid":"base_passive_steelskin_description","text":"Takes –{0}% Melee Damage."}, {"sid":"base_passive_steelskin_description_upg","text":"Takes –{0}% Melee Damage."}, {"sid":"base_passive_steelskin_description_upg_alt","text":"Takes –{0}% Melee Damage."}, {"sid":"base_passive_evasive_0_name","text":"Ranged Defense I"}, {"sid":"base_passive_evasive_1_name","text":"Ranged Defense II"}, {"sid":"base_passive_evasive_2_name","text":"Ranged Defense III"}, {"sid":"base_passive_evasive_3_name","text":"Ranged Defense IV"}, {"sid":"base_passive_evasive_description","text":"Takes –{0}% Ranged Damage."}, {"sid":"base_passive_evasive_description_upg","text":"Takes –{0}% Ranged Damage."}, {"sid":"base_passive_evasive_description_upg_alt","text":"Takes –{0}% Ranged Damage."}, {"sid":"base_passive_resistant_0_name","text":"Magic Defense I"}, {"sid":"base_passive_resistant_1_name","text":"Magic Defense II"}, {"sid":"base_passive_resistant_2_name","text":"Magic Defense III"}, {"sid":"base_passive_resistant_3_name","text":"Magic Defense IV"}, {"sid":"base_passive_resistant_description","text":"Takes –{0}% Magic Damage."}, {"sid":"base_passive_resistant_description_upg","text":"Takes –{0}% Magic Damage."}, {"sid":"base_passive_resistant_description_upg_alt","text":"Takes –{0}% Magic Damage."}, {"sid":"base_passive_absolute_resistance_name","text":"Absolute Resistance"}, {"sid":"base_passive_absolute_resistance_description","text":"Immune to all Magic Damage."}, {"sid":"base_passive_staunch_1_name","text":"Unyielding I"}, {"sid":"base_passive_staunch_2_name","text":"Unyielding II"}, {"sid":"base_passive_staunch_3_name","text":"Unyielding III"}, {"sid":"base_passive_staunch_description","text":"Ignores {0}% of the enemy’s Attack when struck."}, {"sid":"base_passive_strike_pierce_1_name","text":"Piercing Strike I"}, {"sid":"base_passive_strike_pierce_2_name","text":"Piercing Strike II"}, {"sid":"base_passive_strike_pierce_3_name","text":"Piercing Strike III"}, {"sid":"base_passive_strike_pierce_description","text":"Ignores {0}% of the enemy’s Defense."}, {"sid":"base_passive_strike_reach_1_name","text":"Dragonbreath Strike"}, {"sid":"base_passive_strike_reach_1_description","text":"Deals Damage to the target and any creature on the hex directly behind it."}, {"sid":"base_passive_strike_reach_1_description_alt","text":"Deals Damage to the target and any enemy directly behind it."}, {"sid":"base_passive_strike_reach_2_name","text":"Dragonbreath Strike"}, {"sid":"base_passive_strike_reach_2_description","text":"Deals Damage to the target and the hex directly behind it. Additional target takes –{0}% Damage."}, {"sid":"base_passive_strike_reach_2_description_alt","text":"Deals Damage to the target and any enemy directly behind it. Additional target takes –{0}% Damage."}, {"sid":"base_passive_strike_rumble_1_name","text":"Area Strike"}, {"sid":"base_passive_strike_rumble_1_description","text":"Deals Damage to the target and all hexes around it."}, {"sid":"base_passive_strike_rumble_1_description_alt","text":"Deals Damage to the target and all enemies around it."}, {"sid":"base_passive_strike_rumble_2_name","text":"Area Strike"}, {"sid":"base_passive_strike_rumble_2_description","text":"Deals Damage to the target and all hexes around it. Additional targets take –{0}% Damage."}, {"sid":"base_passive_strike_rumble_2_description_alt","text":"Deals Damage to the target and all enemies around it. Additional targets take –{0}% Damage."}, {"sid":"base_passive_strike_swipe_1_name","text":"Sweeping Strike"}, {"sid":"base_passive_strike_swipe_1_description","text":"Deals Damage to the target and two adjacent hexes to its sides."}, {"sid":"base_passive_strike_swipe_1_description_alt","text":"Deals Damage to the target and two adjacent enemies to its sides."}, {"sid":"base_passive_strike_swipe_2_name","text":"Sweeping Strike"}, {"sid":"base_passive_strike_swipe_2_description","text":"Deals Damage to the target and two adjacent hexes to its sides. Additional targets take –{0}% Damage."}, {"sid":"base_passive_strike_swipe_2_description_alt","text":"Deals Damage to the target and two adjacent enemies to its sides. Additional targets take –{0}% Damage."}, {"sid":"base_passive_strike_swirl_1_name","text":"Whirlwind Strike"}, {"sid":"base_passive_strike_swirl_1_description","text":"Deals Damage to all adjacent enemies."}, {"sid":"base_passive_strike_swirl_1_description_alt","text":"Deals Damage to all adjacent creatures."}, {"sid":"base_passive_strike_swirl_2_name","text":"Whirlwind Strike"}, {"sid":"base_passive_strike_swirl_2_description","text":"Deals Damage to all adjacent enemies. Additional targets take –{0}% Damage."}, {"sid":"base_passive_strike_swirl_2_description_alt","text":"Deals Damage to all adjacent creatures. Additional targets take –{0}% Damage."}, {"sid":"base_passive_strike_tri_reach_1_name","text":"Cone Strike"}, {"sid":"base_passive_strike_tri_reach_1_description","text":"Deals Damage to the target, the two adjacent hexes to its sides, and the hexes directly behind them."}, {"sid":"base_passive_strike_tri_reach_1_description_alt","text":"Deals Damage to the target, two adjacent enemies to its sides, and the enemies directly behind them."}, {"sid":"Ability_type_active","text":"Active Ability"}, {"sid":"Ability_type_passive","text":"Passive Ability"}, {"sid":"Ability_type_attack_alt","text":"Alternative Attack"}, {"sid":"Ability_type_attack","text":"Attack"}, {"sid":"Ability_type_attack_mod","text":"Attack Modifier"}, {"sid":"Ability_type_buff","text":"Positive effect"}, {"sid":"Ability_type_debuff","text":"Negative effect"}, {"sid":"Ability_type_movement","text":"Movement"}, {"sid":"Ability_type_summon","text":"Summon"}, {"sid":"Ability_type_special","text":"Special"}, {"sid":"ability_once_per_battle","text":"Can only be used once per battle."}, {"sid":"alt_text_ability_buff_duration_1","text":"{0}"}, {"sid":"alt_text_ability_buff_duration_2","text":"[ {0} per {1} units in the stack ]"}, {"sid":"alt_text_ability_buff_duration_3","text":"[ {0} + {1} per {2} units in the stack ]"}, {"sid":"alt_text_passive_buff_duration_1","text":"{0}"}, {"sid":"alt_text_passive_buff_duration_2","text":"[ {0} per {1} units in the stack ]"}, {"sid":"alt_text_passive_buff_duration_3","text":"[ {0} + {1} per {2} units in the stack ]"}, {"sid":"alt_text_ability_trap_duration_1","text":"{0}"}, {"sid":"alt_text_ability_min_damage","text":"[ {0} ]"}, {"sid":"alt_text_ability_max_damage","text":"[ {0} ]"}, {"sid":"alt_text_ability_min_max_damage_05_1","text":"[ {0}"}, {"sid":"alt_text_ability_min_max_damage_05_2","text":"{0} × amount of units ]"}, {"sid":"alt_text_ability_min_max_damage_10_1","text":"[ {0}"}, {"sid":"alt_text_ability_min_max_damage_10_2","text":"{0} × amount of units ]"}, {"sid":"alt_text_ability_min_max_damage_15_1","text":"[ {0}"}, {"sid":"alt_text_ability_min_max_damage_15_2","text":"{0} × amount of units ]"}, {"sid":"alt_text_ability_min_max_damage_20_1","text":"[ {0}"}, {"sid":"alt_text_ability_min_max_damage_20_2","text":"{0} × amount of units ]"}, {"sid":"alt_text_vampire_ability_1_damage","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_vampire_ability_2_damage","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_ability_damage","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_ability_baseDamage","text":"{0}"}, {"sid":"alt_text_ability_baseDamage_and_damage","text":"[ {0} + {1} × amount of units ]"}, {"sid":"alt_text_passive_bonusDamage_perStack","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_black_dragon_revenge_damage","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_start_turn_damage_active","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_start_turn_damage_active_with_base","text":"[ {0} + {1} × amount of units ]"}, {"sid":"alt_text_start_turn_damage_passive","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_start_turn_damage_passive_with_base","text":"[ {0} + {1} × amount of units ]"}, {"sid":"alt_text_ability_common_selfheal","text":"[ {0}% × amount of units ]"}, {"sid":"alt_text_ability_common_heal","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_ability_common_heal_with_base","text":"[ {0} + {1} × amount of units ]"}, {"sid":"alt_text_ability_summon_count","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_self_destruct_damage","text":"[ {0} × (hero’s Level – 1) ]"}, {"sid":"alt_text_self_destruct_damage_ability","text":"[ {0} × (hero’s Level – 1) ]"}, {"sid":"alt_text_hive_queen_ability_damage","text":"[ {0} × amount of units ]"}, {"sid":"alt_text_steal_mana","text":"[ {0} ]"}, {"sid":"alt_text_schism_calling_unit","text":"[ current amount of summoners ]"}, {"sid":"alt_text_phoenix_res","text":"[ {0} + {1}% of the original units in the stack ]"}, {"sid":"alt_text_unic_unit_lich_dragon_active_alt_1","text":"[ {0} ]"}, {"sid":"alt_text_unic_unit_lich_dragon_active_alt_2","text":"[ {0} ]"}, {"sid":"common_attack_1_name","text":"Melee Attack"}, {"sid":"common_attack_1_description","text":"Performs an alternative Melee attack."}, {"sid":"common_attack_2_name","text":"Free Target"}, {"sid":"common_attack_2_description","text":"Allows selection of any hex on the battlefield to perform a basic attack."}, {"sid":"common_attack_3_name","text":"Single Shot"}, {"sid":"common_attack_3_description","text":"Performs one Ranged attack, striking one target."}, {"sid":"ability_no_turn_energy","text":"Does not end the turn. Does not spend Focus Charges."}, {"sid":"ability_no_turn","text":"Does not end the turn."}, {"sid":"ability_no_energy","text":"Does not spend Focus Charges."}, {"sid":"ability_no_start","text":"Can only be used after “Awaken.”"}, {"sid":"ability_no_start_no_turn","text":"Does not end the turn. Can only be used after “Awaken.”"}, {"sid":"sideEnergy_name","text":"Focus Points and Charges"}, {"sid":"sideEnergy_desc","text":"By performing attacks or taking Damage, creatures generate Focus Points, which accumulate into Focus Charges. Creatures and heroes can spend Focus Charges to activate abilities.

• All creatures generate 1 Focus Point upon attacking, except for Melee creatures, which generate 2.
• All creatures generate 1 Focus Point upon taking Damage."}, {"sid":"esquire_name","text":"Swordsman"}, {"sid":"esquire_upg_name","text":"Guard Captain"}, {"sid":"esquire_upg_alt_name","text":"Sun’s Aegis"}, {"sid":"esquire_narrativeDescription","text":"The Church of the Sun brought their faith to Jadame in the only way they knew how to — through steel. Their well‑armed and disciplined swordsmen serve as both proselytes and guardians of the Chalice’s flock."}, {"sid":"esquire_upg_narrativeDescription","text":"All Templars are believers, but some prioritize military tradition over religious doctrine. The Arm of the Sun is an order that unites those who seek enlightenment through combat prowess rather than inquisitorial teachings."}, {"sid":"esquire_upg_alt_narrativeDescription","text":"Those who believe in the power of the Chalice without question are imbued with the Sun’s strength, utterly convinced that their devotion to the Church will one day lead them to ascend as angels.

A bit strange, if not ambitious."}, {"sid":"esquire_passive_1_name","text":"Anointed for Defense"}, {"sid":"esquire_passive_1_description","text":"Whenever this creature gains a positive effect, its Defense increases by {0} until the end of the battle."}, {"sid":"esquire_passive_2_name","text":"Aegis"}, {"sid":"esquire_passive_2_description","text":"This creature and adjacent friendly creatures take –{0}% Ranged Damage."}, {"sid":"crossbowman_name","text":"Crossbowman"}, {"sid":"crossbowman_upg_name","text":"Austringer"}, {"sid":"crossbowman_upg_alt_name","text":"Marksman"}, {"sid":"crossbowman_narrativeDescription","text":"Animal handling has always been a challenge for humans. However, those with a talent for ranged combat forge such strong bonds with their hawks that they move as one, guiding each other against their foes."}, {"sid":"crossbowman_upg_narrativeDescription","text":"Austringers and their falcons possess razor‑sharp instincts, striking in perfect unison at a single call. This rare bond makes them invaluable to the Temple’s forces — though some zealots question the purity of their souls."}, {"sid":"crossbowman_upg_alt_narrativeDescription","text":"Neither blessings nor gentle arts win wars — metallurgy does.

The Church teaches self‑perfection in all forms — soul, body, and steel. With a heavy crossbow in hand, the Order of the Anvil ensures their prayers strengthen the very weapons and armor they forge."}, {"sid":"crossbowman_passive_1_name","text":"View from the Heavens"}, {"sid":"crossbowman_passive_1_description","text":"Increases the hero’s sight radius by {0} while this creature is in their army. This effect does not stack."}, {"sid":"crossbowman_ability_1_name","text":"Fine Bolts"}, {"sid":"crossbowman_ability_1_description","text":"Deals +{0}% Ranged Damage.
Duration: {1} round(s)."}, {"sid":"crossbowman_ability_2_name","text":"Piercing Shot"}, {"sid":"crossbowman_ability_2_description","text":"Deals {1}% basic attack Damage ({2}–{3}). The target takes +{0}% Damage until the end of the round."}, {"sid":"griffin_name","text":"Griffin"}, {"sid":"griffin_upg_name","text":"Temple Griffin"}, {"sid":"griffin_upg_alt_name","text":"Guardian Griffin"}, {"sid":"griffin_narrativeDescription","text":"Griffins are not native to Jadame — they were brought from Karigor Isle and Antagarich by the Templars. A powerful symbol among the faithful, they soar high in the skies and embolden armies to venture deep into the unknown that surrounds their towns."}, {"sid":"griffin_upg_narrativeDescription","text":"While the Sun serves as the official heraldry of the templars, many inquisitors proudly emblazon the griffin onto their banners, claiming its noble presence as a symbol of inspiration. The griffins among their ranks are outfitted with armor infused with the power of the Chalice, further bolstering their formidable presence in battle."}, {"sid":"griffin_upg_alt_narrativeDescription","text":"The Order of the Sky is entrusted with the care and breeding of griffins. These intelligent and powerful creatures are not only heavily armored but also fiercely protective of their handlers. The bond between the griffins and the Order runs deep, with the beasts displaying an unwavering loyalty to those they serve, making them invaluable assets in the Templar ranks."}, {"sid":"griffin_passive_1_name","text":"Loyal Protector"}, {"sid":"griffin_passive_1_description","text":"Counterattacks each time an adjacent enemy attacks a friendly creature."}, {"sid":"griffin_ability_1_name","text":"Valiant Cry"}, {"sid":"griffin_ability_1_description","text":"This creature’s Attack increases by {0} and Initiative by {1}. Caw!
Duration: {2} round(s)."}, {"sid":"lightweaver_name","text":"Lightweaver"}, {"sid":"lightweaver_upg_name","text":"Hierophant"}, {"sid":"lightweaver_upg_alt_name","text":"Sun Herald"}, {"sid":"lightweaver_narrativeDescription","text":"One of the scriptures of the Church proclaims, “The Sun is a chalice into which all human souls flow after death. To truly empower it, one must seek enlightenment and self‑discipline.” Lightweavers help the faithful achieve this, guiding them in rituals that foster clarity and spiritual strength."}, {"sid":"lightweaver_upg_narrativeDescription","text":"Hierophants serve as chaplains for the more secular Templars, reinforcing their faith and fortifying their resolve. It is said that with a single prayer, they can heal the wounds of an entire squadron."}, {"sid":"lightweaver_upg_alt_narrativeDescription","text":"”O! The Great Chalice, who watches over us, you are the remover of all diseases, the repository of peace: I bow to you. May you bless your devotees with the power to smite the faithless and the unholy.”"}, {"sid":"lightweaver_passive_1_name","text":"Anointed for Damage"}, {"sid":"lightweaver_passive_1_description","text":"Whenever this creature gains a positive effect, it gains +{0} Damage until the end of the battle."}, {"sid":"lightweaver_ability_1_name","text":"Inner Glow"}, {"sid":"lightweaver_ability_1_description","text":"Increases target friendly creature’s Attack and Defense by {0}, Speed and Initiative by {1}.
Duration: {2} round(s)."}, {"sid":"lightweaver_ability_2_name","text":"Holy Ablution"}, {"sid":"lightweaver_ability_2_description","text":"Dispels all negative effects from all friendly creatures and fully restores their HP."}, {"sid":"lightweaver_ability_4_name","text":"Exaltation"}, {"sid":"lightweaver_ability_4_description","text":"Target friendly creature deals maximum Damage.
Duration: {0} round(s)."}, {"sid":"sunlight_cavalry_name","text":"Cavalry"}, {"sid":"sunlight_cavalry_upg_name","text":"Noble Cavalry"}, {"sid":"sunlight_cavalry_upg_alt_name","text":"Sunspear Cavalry"}, {"sid":"sunlight_cavalry_narrativeDescription","text":"If templar infantry is the anvil, these cavaliers are the hammer of the inquisitorial forces. Mounted on sturdy steeds, they charge into battle, inspiring their troops while wreaking havoc in enemy ranks."}, {"sid":"sunlight_cavalry_upg_narrativeDescription","text":"The Order of Sunlight has one goal: to uphold the Church’s vision through chivalry and honor.

A noble, yet baseless claim."}, {"sid":"sunlight_cavalry_upg_alt_narrativeDescription","text":"Clad in the finest armor a knight can wield, these equine lords serve as the Sun’s spear, shattering ranks and growing in power with each prayer uttered in their name. Chalice be their witness!"}, {"sid":"sunlight_cavalry_passive_1_name","text":"Inspiring"}, {"sid":"sunlight_cavalry_passive_1_description","text":"Increases friendly creatures’ Morale by {0}. This effect does not stack; only the strongest one is active."}, {"sid":"sunlight_cavalry_passive_2_name","text":"Jousting Bonus"}, {"sid":"sunlight_cavalry_passive_2_description","text":"Moving before an attack increases Damage by {0}% per hex moved."}, {"sid":"sunlight_cavalry_passive_3_name","text":"Anointed for Attack"}, {"sid":"sunlight_cavalry_passive_3_description","text":"Whenever this creature gains a positive effect, its Attack increases by {0} until the end of the battle."}, {"sid":"sunlight_cavalry_ability_1_name","text":"Charge!"}, {"sid":"sunlight_cavalry_ability_1_description","text":"Increases Speed and Initiative of all friendly creatures by {0}.
Duration: {1} round(s)."}, {"sid":"inquisitor_name","text":"Inquisitor"}, {"sid":"inquisitor_upg_name","text":"Mother Superior"}, {"sid":"inquisitor_upg_alt_name","text":"Excommunicator"}, {"sid":"inquisitor_narrativeDescription","text":"Leaders, judges and executioners — the inquisitors embody the pinnacle of human resolve. Their unbreakable will often proves decisive in battle."}, {"sid":"inquisitor_upg_narrativeDescription","text":"Most military orders within the Church are led by a mother superior, acting as commander in the absence of higher authority. Their presence on the battlefield signals an inevitable advance — they will see it through."}, {"sid":"inquisitor_upg_alt_narrativeDescription","text":"The Church upholds purity of soul above all else — those who falter face the excommunicators, whose gaze never fails to uncover heresy."}, {"sid":"inquisitor_passive_1_name","text":"Celestial Armor"}, {"sid":"inquisitor_passive_1_description","text":"This creature generates +{0} Focus Point(s) when taking Damage."}, {"sid":"inquisitor_ability_1_name","text":"Infuse Armor"}, {"sid":"inquisitor_ability_1_description","text":"Increases this creature’s Defense by {0} and Speed by {1}, and dispels any negative effects that restrict movement.
Duration: {2} round(s)."}, {"sid":"inquisitor_ability_2_name","text":"Celestial Flail"}, {"sid":"inquisitor_ability_2_description","text":"Hits the target and all adjacent enemies."}, {"sid":"inquisitor_ability_4_name","text":"Swift Penance"}, {"sid":"inquisitor_ability_4_description","text":"Deals {0} Magic Damage to the target and all adjacent creatures, dispelling all positive effects from them."}, {"sid":"angel_name","text":"Angel"}, {"sid":"angel_upg_name","text":"Archangel"}, {"sid":"angel_upg_alt_name","text":"Apotheosis"}, {"sid":"angel_narrativeDescription","text":"The inquisition’s greatest belief is that angels still accompany their mission. The beings that aid the Templars in combat are but a mere imitation — a human soul willingly fused with winged armor, destined to continue the fight."}, {"sid":"angel_upg_narrativeDescription","text":"The art of mimicking angels is the Church of the Sun’s most guarded secret, involving techniques beyond even their own understanding. It must have something to do with those heavily protected buildings they construct in their cities.

But, of course, that’s just a theory among us scholarly minds."}, {"sid":"angel_upg_alt_narrativeDescription","text":"A javelin in one hand and a pavise in the other, these battle suits embody the wrath of the Sun, crashing down upon those they deem unworthy. Bereft of mercy, they embrace the ideals that made the real angels abandon the Church: unbridled zealotry and intolerance for non‑believers."}, {"sid":"angel_passive_1_name","text":"Forging Perfection"}, {"sid":"angel_passive_1_description","text":"Whenever a positive effect is applied to a friendly creature, it is also applied to this creature.
The effect’s duration and power are copied. If the effect targets multiple stacks, it is applied to this creature only once."}, {"sid":"angel_passive_2_name","text":"Purity Aura"}, {"sid":"angel_passive_2_description","text":"This creature and adjacent friendly creatures are immune to all negative effects."}, {"sid":"angel_ability_1_name","text":"Refract and Reflect"}, {"sid":"angel_ability_1_description","text":"Applies a copy of all positive effects currently on this creature to a friendly creature. Does not trigger “Forging Perfection.”"}, {"sid":"angel_ability_3_name","text":"Devouring Chalice"}, {"sid":"angel_ability_3_description","text":"Dispels all positive effects from enemies within a 1‑hex radius area from chosen hex and applies them to this creature."}, {"sid":"angel_ability_4_name","text":"Unbending Pride"}, {"sid":"angel_ability_4_description","text":"Shields this creature with a barrier that blocks the next instance of Damage."}, {"sid":"skeleton_name","text":"Skeleton"}, {"sid":"skeleton_upg_name","text":"Skeleton Warrior"}, {"sid":"skeleton_upg_alt_name","text":"Skeleton Archer"}, {"sid":"skeleton_narrativeDescription","text":"Skeletons are the simplest product of necromancy, raised without elaborate rituals — just magic binding bones into a crude frame capable of basic movement and obedience."}, {"sid":"skeleton_upg_narrativeDescription","text":"With a little care, skeletons can retain memories of their lives as soldiers or fighters — stripped of personality but still skilled."}, {"sid":"skeleton_upg_alt_narrativeDescription","text":"Skeletal archers are rather uncommon among the necromancers; however, vampires especially value them as castle guards.

After all, it is always easier to repel would‑be assailants from afar."}, {"sid":"flicker_name","text":"Wight"}, {"sid":"flicker_upg_name","text":"Wraith"}, {"sid":"flicker_upg_alt_name","text":"Phantasm"}, {"sid":"flicker_narrativeDescription","text":"A person once deeply cherished, forced back to life against their will. Wights, dissolving and lost, claw at the memories of others in desperation, hoping to recover — or steal — their names and identities."}, {"sid":"flicker_upg_narrativeDescription","text":"Sometimes a soul is brought back with enough clarity to grasp its eternal entrapment in the living world. This harrowing realization of rage and despair gives rise to a wraith."}, {"sid":"flicker_upg_alt_narrativeDescription","text":"Souls severed from their bodies succumb to entropy, flickering and fading as they desperately cling to fragments of identity while oblivion slowly consumes them."}, {"sid":"flicker_passive_1_name","text":"Memory Devourer"}, {"sid":"flicker_passive_1_description","text":"Each attack converts {0}% of the Damage dealt into additional HP. This can create temporary units in this creature’s stack."}, {"sid":"flicker_passive_2_name","text":"Nightmares"}, {"sid":"flicker_passive_2_description","text":"Attacks curse the target. Cursed creatures take {0} Pure Damage at the start of their turn. This effect is stackable.
Duration: {1} round(s)."}, {"sid":"flicker_ability_1_name","text":"Howl of the Banshee"}, {"sid":"flicker_ability_1_description","text":"Forces the target enemy creature to move to a random free hex, if possible."}, {"sid":"pet_name","text":"Undead Pet"}, {"sid":"pet_upg_name","text":"Barghest"}, {"sid":"pet_upg_alt_name","text":"Armored Hound"}, {"sid":"pet_narrativeDescription","text":"Some necromancers reanimate elves and humans. Others choose companions truly dear to them, like loyal hounds.

Dogs feel no torment in undeath — is there a greater fate than to remain by their master’s side for eternity?"}, {"sid":"pet_upg_narrativeDescription","text":"Among the simple folk, it is believed that barghests abduct children who refuse to heed their parents, delivering them to vampiric lords who curse them with vampirism.

Of course, it’s just a folk legend... isn’t it?"}, {"sid":"pet_upg_alt_narrativeDescription","text":"Risen hounds are more precious than gold to certain vampires, treasured as armored guards and hunting companions. These pets remain as loyal and loving in undeath as they were in life."}, {"sid":"pet_passive_1_name","text":"Bone Crusher"}, {"sid":"pet_passive_1_description","text":"Reduces target’s Defense by {0} with each strike and gains an equal amount until the end of battle. This effect cannot be dispelled."}, {"sid":"pet_passive_2_name","text":"Protect the Fallen"}, {"sid":"pet_passive_2_description","text":"Whenever a friendly creature dies, this creature gains +{0} Defense until the end of battle."}, {"sid":"pet_passive_3_name","text":"Lacerated Wounds"}, {"sid":"pet_passive_3_description","text":"Attacks wound the target. Wounded creatures take {0} Damage at the start of their turn. This effect is stackable.
Duration: {1} round(s)."}, {"sid":"pet_ability_2_name","text":"Call the Pack"}, {"sid":"pet_ability_2_description","text":"This creature adds {0} temporary unit(s) to its stack."}, {"sid":"graverobber_name","text":"Graverobber"}, {"sid":"graverobber_upg_name","text":"Merchant of Death"}, {"sid":"graverobber_upg_alt_name","text":"Kennelmaster"}, {"sid":"graverobber_narrativeDescription","text":"Graverobbers trail necromancers, assisting in acquiring skeletons and bodies for reanimation by any means — whether by exhuming the already‑dead or creating new corpses.

Their constant exposure to deathly energies leaves them almost indistinguishable from the dead themselves."}, {"sid":"graverobber_upg_narrativeDescription","text":"Procuring bodies for necromancers is a lucrative business, but souls are even more valuable. Merchants of death have mastered the alchemical arts needed to capture only the most prized and love‑stricken samples."}, {"sid":"graverobber_upg_alt_narrativeDescription","text":"Vampires can be quite eccentric; their refusal to accept the flow of time leads them to hire resurrectionists. These kennelmasters ensure their employers always have a steady pack of dogs to hunt and play with."}, {"sid":"graverobber_passive_1_name","text":"Smell of the Hunt"}, {"sid":"graverobber_passive_1_description","text":"Whenever a friendly creature dies, generate {0} Focus Point(s)"}, {"sid":"graverobber_passive_2_name","text":"Blighted Corpses"}, {"sid":"graverobber_passive_2_description","text":"Long Reach attacks poison the target. Poisoned creatures take {0} Magic Damage at the start of their turn. This effect is stackable.
Duration: {1} round(s)."}, {"sid":"graverobber_ability_1_name","text":"Dig Up Bones"}, {"sid":"graverobber_ability_1_description","text":"Summons {0} Skeleton(s) on an adjacent hex. They disappear after the battle."}, {"sid":"graverobber_ability_2_name","text":"Ensnare Memories"}, {"sid":"graverobber_ability_2_description","text":"Summons {0} Wight(s) on an adjacent hex. They disappear after the battle."}, {"sid":"graverobber_ability_3_name","text":"Fetch!"}, {"sid":"graverobber_ability_3_description","text":"Summons {0} Undead Pet(s) on an adjacent hex. They disappear after the battle."}, {"sid":"graverobber_ability_4_name","text":"Hail!"}, {"sid":"graverobber_ability_4_description","text":"Marks an enemy, causing them always take maximum Damage.
Duration: {0} round(s)."}, {"sid":"lich_name","text":"Lich"}, {"sid":"lich_upg_name","text":"Pestilent Lich"}, {"sid":"lich_upg_alt_name","text":"Sanguine Lich"}, {"sid":"lich_narrativeDescription","text":"A self‑risen undead bound to the materium through a phylactery and a rite prepared before death. Liches seek immortality and power in the living world.

On Jadame, they also delve into time‑turning magic — necromancy is not the only way to persist in this world, after all."}, {"sid":"lich_upg_narrativeDescription","text":"Miasma is another form of eternal life — constantly shifting and changing, yet enduring. It’s no coincidence that deadly poisons and miraculous cures are often the same substance, administered in different amounts.

Perhaps life and death are not opposites, but two faces of one card."}, {"sid":"lich_upg_alt_narrativeDescription","text":"Necromancers make the finest healers, for the force of life is simply the power of death rewound.

Yet there must be an agenda behind their study of time. Could it be that everything we know about the liches of the past — and everything we will know about them — is merely a deception of the present? Time will tell."}, {"sid":"lich_passive_1_name","text":"Unlife, Undeath"}, {"sid":"lich_passive_1_description","text":"Each attack restores {0}% Damage dealt as HP to all friendly creatures."}, {"sid":"lich_passive_2_name","text":"Knowledge of Death"}, {"sid":"lich_passive_2_description","text":"Increases the amount of XP gained by the hero by {0}%. This effect does not stack."}, {"sid":"lich_ability_1_name","text":"Rewind Death"}, {"sid":"lich_ability_1_description","text":"Restores {0} HP to a friendly creature. This can revive fallen units. Usable twice per battle."}, {"sid":"lich_ability_2_name","text":"Death’s Embrace"}, {"sid":"lich_ability_2_description","text":"Triggers all effects applied on the target, instantly using their full remaining duration. These effects are then removed."}, {"sid":"avatar_of_war_name","text":"Dread Knight"}, {"sid":"avatar_of_war_upg_name","text":"Avatar of War"}, {"sid":"avatar_of_war_upg_alt_name","text":"Hollow Reaper"}, {"sid":"avatar_of_war_narrativeDescription","text":"A soul fused with its armor, dread knights exist by a single rule — to fight is to live, and to live is to fight."}, {"sid":"avatar_of_war_upg_narrativeDescription","text":"“And there went out another mount that was emerald: and power was given to them that sat thereon to take peace from the earth, and that they should kill one another: and there was given unto them a great scythe.”"}, {"sid":"avatar_of_war_upg_alt_narrativeDescription","text":"As carnage mounts, certain knights grow even more powerful, with each soul cleaved from their enemies being added onto their scythes. They inspire such terror that common folk liken them to death itself."}, {"sid":"avatar_of_war_passive_1_name","text":"Dreadful Presence"}, {"sid":"avatar_of_war_passive_1_description","text":"Reduces all enemies’ Morale by {0}. This effect does not stack; only the strongest one is active."}, {"sid":"avatar_of_war_passive_2_name","text":"War Incarnate"}, {"sid":"avatar_of_war_passive_2_description","text":"For each attack, this creature reduces the target’s Attack by {0} and gains an equal amount until the end of battle. This effect cannot be dispelled."}, {"sid":"avatar_of_war_passive_3_name","text":"Death Stare"}, {"sid":"avatar_of_war_passive_3_description","text":"Each attack also kills +{0} enemy unit(s) in addition to regular Damage. Works on creatures up to tier {1}."}, {"sid":"avatar_of_war_passive_4_name","text":"Hungering Hollow"}, {"sid":"avatar_of_war_passive_4_description","text":"Whenever a friendly creature dies, this creature gains +{0} Attack until the end of battle."}, {"sid":"avatar_of_war_ability_1_name","text":"Reap Without Sowing"}, {"sid":"avatar_of_war_ability_1_description","text":"Hits the target and all enemies adjacent to it."}, {"sid":"vampire_name","text":"Vampire"}, {"sid":"vampire_upg_name","text":"Vampire Lord"}, {"sid":"vampire_upg_alt_name","text":"Vampire Scholar"}, {"sid":"vampire_narrativeDescription","text":"The origin of vampires remains a mystery to most. Powerful and vain, they see themselves as the pinnacle of creation.

The draconic society of Garrote Gorge, however, dismisses such imperious notions."}, {"sid":"vampire_upg_narrativeDescription","text":"Vampires tend to thrive in aristocratic circles rather than among commoners. It seems only logical — eternal life surrounded by opulence is far more spectacular.

The decadence of nobles fuels their midnight ascension into darkness."}, {"sid":"vampire_upg_alt_narrativeDescription","text":"Some vampires view their condition as an opportunity, delving into study of the powers hidden within blood. Their experiments make them dangerously unpredictable."}, {"sid":"vampire_passive_1_name","text":"Vampirism"}, {"sid":"vampire_passive_1_description","text":"Each attack restores {0}% of Damage dealt as HP to this creature. This can revive fallen units."}, {"sid":"vampire_ability_1_name","text":"Blood Transfusion"}, {"sid":"vampire_ability_1_description","text":"Connects an enemy to target friendly creature. The enemy takes {0} Magic Damage. The friendly creature restores {1}% of the Damage dealt as HP. This can revive fallen units."}, {"sid":"vampire_ability_2_name","text":"Corpse Explosion"}, {"sid":"vampire_ability_2_description","text":"Blows up a chosen corpse. All adjacent enemies take {0} Damage and all adjacent friendly creatures restore {1} HP. This cannot revive fallen units."}, {"sid":"elf_tracker_name","text":"Faun"}, {"sid":"elf_tracker_upg_name","text":"Faun Archer"}, {"sid":"elf_tracker_upg_alt_name","text":"Faun Warrior"}, {"sid":"elf_tracker_narrativeDescription","text":"The fauns of the Murmurwoods remain a mystery to most outsiders. They shun complex tools, instead embracing symbiosis with the forest — trusting that the Mycelium will provide everything they need."}, {"sid":"elf_tracker_upg_narrativeDescription","text":"In the dense forest of the Murmurwoods, silence reigns; long‑range weaponry that doesn’t startle the inhabitants dominates. The fauns understand this well, using bows to hunt for food — and to deal with unwelcome visitors.

It is strongly advised to be their guest, not their target."}, {"sid":"elf_tracker_upg_alt_narrativeDescription","text":"For some fauns, all outsiders are enemies and unworthy of a quick and silent death. They charge into battle driven by a single emotion: fury."}, {"sid":"elf_tracker_ability_1_name","text":"Nature’s Fury"}, {"sid":"elf_tracker_ability_1_description","text":"Deals +{0} Damage and increases Speed by {1} until the end of the round."}, {"sid":"twinkle_name","text":"Hoplet"}, {"sid":"twinkle_upg_name","text":"Dawn Hoplet"}, {"sid":"twinkle_upg_alt_name","text":"Dusk Hoplet"}, {"sid":"twinkle_narrativeDescription","text":"The ecosystem of the Murmurwoods is steeped in raw magic, flowing through Enroth. At times, it imbues the most unexpected creatures, resulting in this unique cross of fireflies and common hops."}, {"sid":"twinkle_upg_narrativeDescription","text":"Some scholars with a keen interest in botany claim that hops are known for releasing a strong, mind‑clearing aroma at dawn. It stands to reason that these little creatures would mimic such behavior, blending both nature’s gift and their mystical influence."}, {"sid":"twinkle_upg_alt_narrativeDescription","text":"Whenever nature and magic intertwine, the results are always unpredictable. Closer to their firefly origins, dusk hoplets release bursts of magical energy as the Sun sets and night begins to creep in. The spectacle is nothing short of breathtaking."}, {"sid":"twinkle_passive_1_name","text":"Magic Core"}, {"sid":"twinkle_passive_1_description","text":"Upon death, this creature increases the hero’s Spell Power by {0} until the end of the battle."}, {"sid":"twinkle_ability_1_name","text":"Leeching Hop"}, {"sid":"twinkle_ability_1_description","text":"Takes {0} mana from enemy hero. The mana is transferred to this creature’s hero (if present)."}, {"sid":"twinkle_ability_2_name","text":"Morning Dew"}, {"sid":"twinkle_ability_2_description","text":"Generates {0} Focus Charge(s). Once per battle."}, {"sid":"twinkle_ability_3_name","text":"Bloom"}, {"sid":"twinkle_ability_3_description","text":"Increases the hero’s Spell Power by {0} until the end of round."}, {"sid":"ent_name","text":"Vine Iriyad"}, {"sid":"ent_upg_name","text":"Fungal Iriyad"}, {"sid":"ent_upg_alt_name","text":"Crystal Iriyad"}, {"sid":"ent_narrativeDescription","text":"Betwixt two realms, the Mycelium serves as a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of the Murmurwoods to take on physical forms.

Vine iriyads are the earthkin’s preferred vessels for exploration."}, {"sid":"ent_upg_narrativeDescription","text":"Elementalists say that each element has two aspects.

The first aspect of earth is that of nourishing soil, roots and foliage. Dendroids, treants and their kin are formidable yet protective — they are guardians of balance and peace."}, {"sid":"ent_upg_alt_narrativeDescription","text":"Elementalists say that each element has two aspects.

The second aspect of earth is the stubborn, proud, and unyielding nature found at its foundation: stone. To come across a crystal iriyad is to face this unrelenting resistance to change — and an unavoidable delay in your journey, as they are fiercely territorial."}, {"sid":"ent_passive_1_name","text":"Embodiment of Earth"}, {"sid":"ent_passive_1_description","text":"This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells."}, {"sid":"ent_passive_2_name","text":"Living Cover"}, {"sid":"ent_passive_2_description","text":"Adjacent friendly creatures always take minimal Damage."}, {"sid":"ent_passive_3_name","text":"Crystal Thorns"}, {"sid":"ent_passive_3_description","text":"Whenever an enemy attacks this creature in Melee, {0} unit(s) from the attacking stack die. Works on creatures up to tier {1}."}, {"sid":"ent_passive_4_name","text":"Stoneheart"}, {"sid":"ent_passive_4_description","text":"Leaves a stone obstacle after death. It is destroyed after taking Damage {0} times."}, {"sid":"ent_ability_1_name","text":"Awaken: Earth I"}, {"sid":"ent_ability_1_description","text":"This creature gains {0} Speed and Initiative, {1} HP, and unlimited counterattacks. Once per battle; lasts until the end of battle."}, {"sid":"ent_ability_2_name","text":"Awaken: Earth II"}, {"sid":"ent_ability_2_description","text":"This creature gains {0} Speed and Initiative, {1} HP, and unlimited counterattacks. Allows the use of other abilities. Once per battle; lasts until the end of battle."}, {"sid":"ent_ability_3_name","text":"Earthshatter"}, {"sid":"ent_ability_3_description","text":"All enemies within a {0}‑hex radius can target only this creature until the end of the round."}, {"sid":"ent_ability_4_name","text":"Unrelenting Stone"}, {"sid":"ent_ability_4_description","text":"This creature’s Attack turns into additional Defense until the end of the round."}, {"sid":"aqualotl_name","text":"Naiad"}, {"sid":"aqualotl_upg_name","text":"Vernal Naiad"}, {"sid":"aqualotl_upg_alt_name","text":"Brumal Naiad"}, {"sid":"aqualotl_narrativeDescription","text":"Betwixt two realms, the Mycelium serves as a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of the Murmurwoods to take on physical forms.

Waterkin often choose the shape of naiads — spry, elusive, and ever‑shifting, much like the element they embody."}, {"sid":"aqualotl_upg_narrativeDescription","text":"To most in Jadame, water is both the source of life and the veil of oblivion. A hand soothed in water forgets its scratch, and a leap over a stream lifts one’s gloom.

To a vernal naiad, it is a pure joy to take such worries away."}, {"sid":"aqualotl_upg_alt_narrativeDescription","text":"Water sustains life, but it can just as easily take it away. Cold, cruel and unyielding, a single shard of ice can spell the doom of a nation.

To a brumal naiad, only those who survive the winter deserve to endure."}, {"sid":"aqualotl_passive_1_name","text":"Embodiment of Water"}, {"sid":"aqualotl_passive_1_description","text":"This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter.”"}, {"sid":"aqualotl_passive_2_name","text":"Icy Veins"}, {"sid":"aqualotl_passive_2_description","text":"Attacks prevent the target from restoring HP by any means until the end of the round."}, {"sid":"aqualotl_ability_1_name","text":"Awaken: Water I"}, {"sid":"aqualotl_ability_1_description","text":"This creature gains {0} Speed and Initiative, {1} HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Once per battle; lasts until the end of battle."}, {"sid":"aqualotl_ability_2_name","text":"Awaken: Water II"}, {"sid":"aqualotl_ability_2_description","text":"This creature gains {0} Speed and Initiative, {1} HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Allows the use of other abilities. Once per battle; lasts until the end of battle."}, {"sid":"aqualotl_ability_3_name","text":"Rivulet Retreat"}, {"sid":"aqualotl_ability_3_description","text":"Blinks to any free hex within a {0}‑hex range."}, {"sid":"aqualotl_ability_4_name","text":"Dispelling Drop"}, {"sid":"aqualotl_ability_4_description","text":"Dispels the chosen summoned creature or temporary stacks."}, {"sid":"aqualotl_ability_5_name","text":"Whirlpool"}, {"sid":"aqualotl_ability_5_description","text":"Confuses the target enemy. While Confused, their Speed and Initiative are reduced by {0}.
Duration: {1} round(s)."}, {"sid":"druid_name","text":"Herbomancer"}, {"sid":"druid_upg_name","text":"Sporemancer"}, {"sid":"druid_upg_alt_name","text":"Murmurmancer"}, {"sid":"druid_narrativeDescription","text":"Deep in the woods dwell those who venerate nature in all its forms. Blessed as its stewards, herbomancers are the envoys of the Mycelium, sent across Jadame to safeguard the natural order. Many seek them out for assistance in grasping the magical flow of Enroth."}, {"sid":"druid_upg_narrativeDescription","text":"All life in the Murmurwoods is interconnected. Those who understand this best become sporemancers — elders who nurture the forest, guiding the elementals that dwell within it and upholding its delicate balance."}, {"sid":"druid_upg_alt_narrativeDescription","text":"Some mancers believe that merely guiding the Mycelium is not enough — its protection must come first. Viewing outsiders as a constant threat, they weave their frustration into their magic, making their spells wildly unpredictable and dangerously volatile."}, {"sid":"druid_passive_1_name","text":"Mushroom Magic"}, {"sid":"druid_passive_1_description","text":"Reduces the mana cost of the hero’s spells by {0}. This effect does not stack; only the strongest one is active."}, {"sid":"druid_passive_2_name","text":"Power of Murmurs"}, {"sid":"druid_passive_2_description","text":"Increases the level of the hero’s spells by {0}. This effect does not stack."}, {"sid":"druid_ability_1_name","text":"Shroomsong"}, {"sid":"druid_ability_1_description","text":"Once per battle, spends all Focus Charges to restore the hero’s mana: {0} for each Focus Charge spent."}, {"sid":"druid_ability_2_name","text":"Swarm of Bees"}, {"sid":"druid_ability_2_description","text":"Deals {0} Damage to target enemy creature. Bees keep attacking it, dealing {1} Damage at the beginning of each turn. This effect is stackable.
Duration: {2} round(s)."}, {"sid":"druid_ability_3_name","text":"Protective Roots"}, {"sid":"druid_ability_3_description","text":"Target friendly creature becomes immune to Magic Damage.
Duration: {0} round(s)."}, {"sid":"druid_ability_4_name","text":"Echoes of the Murmurwoods"}, {"sid":"druid_ability_4_description","text":"Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use."}, {"sid":"qilin_name","text":"Qilin"}, {"sid":"qilin_upg_name","text":"Thunder Qilin"}, {"sid":"qilin_upg_alt_name","text":"Mist Qilin"}, {"sid":"qilin_narrativeDescription","text":"Free and ever‑present, the element of air takes many forms — the wind that carries a child’s laughter, the gust of smoke in battle, the breeze that steals a widow’s scarf.

Qilins embody all that such zephyrs represent — swift, graceful and ephemeral."}, {"sid":"qilin_upg_narrativeDescription","text":"When the very first war came to the Murmurwoods, its echoes tore through the land — the sky split in two, and the fury of the elements was unleashed.

Thunder Qilins are lightning made flesh, striking down those who dare intrude."}, {"sid":"qilin_upg_alt_narrativeDescription","text":"Guests of the druids and elementalists in the Murmurwoods may be fortunate enough to encounter a Mist Qilin. Gentle and carefree like a drifting breeze, they serve as a reminder that Jadame will always be a land of wonders and adventure."}, {"sid":"qilin_passive_1_name","text":"Embodiment of Air"}, {"sid":"qilin_passive_1_description","text":"This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning.”"}, {"sid":"qilin_passive_2_name","text":"Lightning Fast"}, {"sid":"qilin_passive_2_description","text":"This creature is immune to all effects that restrict movement."}, {"sid":"qilin_passive_3_name","text":"Scintillating Scales"}, {"sid":"qilin_passive_3_description","text":"Enemy creatures adjacent to this creature take +{0}% Magic Damage. This effect does not stack."}, {"sid":"qilin_passive_4_name","text":"Cloud Nine"}, {"sid":"qilin_passive_4_description","text":"At the beginning of each round, generates {0} Focus Point(s)."}, {"sid":"qilin_ability_1_name","text":"Awaken: Air I"}, {"sid":"qilin_ability_1_description","text":"Increases this creature’s Speed and Initiative by {0} and HP by {1} and grants it “Swift Strike.” Once per battle; lasts until the end of battle."}, {"sid":"qilin_ability_2_name","text":"Awaken: Air II"}, {"sid":"qilin_ability_2_description","text":"Increases this creature’s Speed and Initiative by {0}, HP by {1} and grants it “Swift Strike.” Allows the use of other abilities. Once per battle; lasts until the end of battle."}, {"sid":"qilin_ability_3_name","text":"Thunderstrike"}, {"sid":"qilin_ability_3_description","text":"Converts this creature’s Defense into additional Attack until the end of the round."}, {"sid":"qilin_ability_4_name","text":"Ball Lightning"}, {"sid":"qilin_ability_4_description","text":"Blinks to any free hex within its movement range. Deals {0}% of a basic attack ({1}–{2}) as Magic Damage to all creatures adjacent to the destination hex."}, {"sid":"qilin_ability_5_name","text":"Mist Form"}, {"sid":"qilin_ability_5_description","text":"This creature ignores obstacles and takes –{0}% Damage until the end of the round."}, {"sid":"phoenix_name","text":"Phoenix"}, {"sid":"phoenix_upg_name","text":"Flaming Phoenix"}, {"sid":"phoenix_upg_alt_name","text":"Energy Phoenix"}, {"sid":"phoenix_narrativeDescription","text":"Phoenixes are not native to Jadame but travelers who entered the land willingly. Nesting deep within the forest, they display remarkable intelligence.

It is said that a single spark of flame is enough to bring them back to life."}, {"sid":"phoenix_upg_narrativeDescription","text":"Out of all the elements, fire is the most demanding — it can bring hope as easily as it can reduce everything to ash. A blazing phoenix signals a new chick in the nest, but it also makes them fiercely territorial."}, {"sid":"phoenix_upg_alt_narrativeDescription","text":"As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy.

To a scholar, they are a marvel — a sentient supernova on the brink of eruption."}, {"sid":"phoenix_passive_1_name","text":"Embodiment of Fire"}, {"sid":"phoenix_passive_1_description","text":"This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”"}, {"sid":"phoenix_passive_2_name","text":"Immortal"}, {"sid":"phoenix_passive_2_description","text":"Leaves a pile of ash upon death. At the start of the following round, {0} units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way.
The pile is destroyed upon taking Damage {1} times. Units revived this way are permanent."}, {"sid":"phoenix_passive_3_name","text":"Eternal Flame"}, {"sid":"phoenix_passive_3_description","text":"At the start of each turn, this creature restores {0}% of HP lost since the start of battle. This can revive fallen units."}, {"sid":"phoenix_ability_1_name","text":"Awaken: Fire I"}, {"sid":"phoenix_ability_1_description","text":"Increases this creature’s Speed and Initiative by {0} and HP by {1} and grants it maximum Damage. Once per battle; lasts until the end of battle."}, {"sid":"phoenix_ability_2_name","text":"Awaken: Fire II"}, {"sid":"phoenix_ability_2_description","text":"Increase this creature’s Speed and Initiative by {0} and HP by {1} and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle."}, {"sid":"phoenix_ability_3_name","text":"Heatwave"}, {"sid":"phoenix_ability_3_description","text":"Dispels all negative effects from friendly creatures and all positive effects from enemies."}, {"sid":"phoenix_ability_4_name","text":"Supernova"}, {"sid":"phoenix_ability_4_description","text":"Deals {0} Magic Damage to all enemies within two hexes of this creature. Sets all targets on fire. Burning creatures take {1} Magic Damage at the start of their turn. This effect is stackable.
Duration: {2} round(s)."}, {"sid":"demon_passive_1_name","text":"Hivemind: Nest Protector"}, {"sid":"demon_passive_1_description","text":"At the start of battle, for each other unique Hive creature in the army, this creature’s Defense increases by {0}. Upon death, this creature generates {1} Focus Point(s)."}, {"sid":"demon_passive_2_name","text":"Hivemind: Vanguard"}, {"sid":"demon_passive_2_description","text":"At the start of battle, for each other unique Hive creature in the army, this creature’s Attack increases by {0}. Whenever this creature kills an enemy, it generates {1} Focus Point(s)."}, {"sid":"demon_passive_3_name","text":"Determined to Win"}, {"sid":"demon_passive_3_description","text":"Upon death, this creature generates {0} Focus Point(s)."}, {"sid":"lava_larva_name","text":"Fire Larva"}, {"sid":"lava_larva_narrativeDescription","text":"A perversion of the natural cycle, fire larvae exist only to hatch and burst near another living being, unleashing a conflagration of fire and mutating energies — like a virus driven to spread its demonic will to the next host."}, {"sid":"lava_larva_passive_1_name","text":"Unstable Concoction"}, {"sid":"lava_larva_passive_1_description","text":"Upon death, this creature explodes dealing {0} Magic Damage to all adjacent creatures."}, {"sid":"lava_larva_ability_1_name","text":"Fiery Embrace"}, {"sid":"lava_larva_ability_1_description","text":"Jumps onto a target within two hexes and self‑destructs, dealing {0} Magic Damage to the target and all adjacent creatures."}, {"sid":"lava_larva_ability_2_name","text":"Blow Up"}, {"sid":"lava_larva_ability_2_description","text":"Self‑destructs, dealing {0} Magic Damage to all adjacent creatures."}, {"sid":"trick_demon_name","text":"Parasite"}, {"sid":"trick_demon_upg_name","text":"Warden Parasite"}, {"sid":"trick_demon_upg_alt_name","text":"Ravager Parasite"}, {"sid":"trick_demon_narrativeDescription","text":"Parasites are an easy — but nonetheless horrendous — way to create the Hive’s foot soldiers. Attaching themseves to unfortunate passersby, they gain a sturdy, disposable host. Although the host does not possess exceptional agility, it still allows the parasites to be effective in melee, while their own bodies are predisposed to engage the enemy at short distance."}, {"sid":"trick_demon_upg_narrativeDescription","text":"When the need arises, warden parasites are dispatched to safeguard the swarm during raids on nearby settlements. Singular in purpose, they rely on their overwhelming numbers to keep reinforcements at bay."}, {"sid":"trick_demon_upg_alt_narrativeDescription","text":"Parasites evolve into ravagers for the sole purpose of sowing chaos and disorder among the Hive’s victims. Their cerci prove especially deadly against those who would underestimate their vicious strikes."}, {"sid":"trick_demon_passive_1_name","text":"Topple the Strong!"}, {"sid":"trick_demon_passive_1_description","text":"The higher the target’s tier, the more Damage this creature deals to it: +{0}% Damage per tier of difference."}, {"sid":"gnat_name","text":"Gnat"}, {"sid":"gnat_narrativeDescription","text":"Mutated to serve as the Hive’s foot soldiers, gnats are remnants of giant flies that once roamed the Ironsand Desert. Swift and annoying, they used to function as scouts, distractions for more important Hive members. However, the fragile bodies of the flies could not cope with these purposes — and swarms of gnats now roam Jadame on their own."}, {"sid":"locust_name","text":"Locust"}, {"sid":"locust_upg_name","text":"Overgrown Locust"}, {"sid":"locust_upg_alt_name","text":"Harvester Locust"}, {"sid":"locust_narrativeDescription","text":"Locusts serve as the Hive’s basic drones, tasked with delivering resources, building structures, and carrying the essences of those they consumed for further use."}, {"sid":"locust_upg_narrativeDescription","text":"Sometimes, a Locust is imbued with so much demonic essence that it becomes highly aware of its surroundings. These overgrown drones are deployed following ravager parasites to prepare the Hive’s prey for harvest and eliminate anyone still resisting."}, {"sid":"locust_upg_alt_narrativeDescription","text":"While common locusts are the builders, harvesters are the Hive’s “foragers.” These specialized drones scour the raid for resources, processing as much as they can to fuel the Hive’s needs."}, {"sid":"locust_ability_1_name","text":"Harvest"}, {"sid":"locust_ability_1_description","text":"Jumps onto a chosen corpse within {0} hexes and devours it, gaining {1} Attack and Defense, {2} Speed and Initiative until the end of the battle."}, {"sid":"wasp_name","text":"Hornet"}, {"sid":"wasp_upg_name","text":"Chanter"}, {"sid":"wasp_upg_alt_name","text":"Stinger"}, {"sid":"wasp_narrativeDescription","text":"A horrific mutation of the waspfolk, hornets were among the first creatures to fall prey to demonic corruption. With massive wings and formidable intellect, they have become a deadly air force in service to the Hive."}, {"sid":"wasp_upg_narrativeDescription","text":"Some of the waspkin retained a limited ability to speak. Twisted by the demonic powers they serve, they now chant the sweet lies about the caressing embrace and bliss in the arms of the Dragonfly King — their liege."}, {"sid":"wasp_upg_alt_narrativeDescription","text":"As their mutations intensify, hornets gradually evolve into Stingers. Their jabs can pierce even the toughest hides, injecting a bio‑magical cocktail of venom and demonic essence that kills their victims."}, {"sid":"wasp_passive_1_name","text":"Whispers of Doubt"}, {"sid":"wasp_passive_1_description","text":"Attacks cause the target to always deal minimal Damage.
Duration: {0} round(s)."}, {"sid":"wasp_passive_2_name","text":"Piercing Sting"}, {"sid":"wasp_passive_2_description","text":"Each attack also kills +{0} enemy unit(s) in additional to regular Damage. Works on creatures up to tier {1}."}, {"sid":"jaw_name","text":"Scorpion"}, {"sid":"jaw_upg_name","text":"Volcanic Scorpion"}, {"sid":"jaw_upg_alt_name","text":"Spelaean Scorpion"}, {"sid":"jaw_narrativeDescription","text":"One of the most vicious creatures of the Hive, Scorpions exist at the blurry line between insectoid and demon. These highly adaptable creatures use basic tactics to herd their prey into inescapable passages, ensuring their capture."}, {"sid":"jaw_upg_narrativeDescription","text":"As a scholar, I rarely find myself at risk of personal harm while traveling across Jadame. An encounter with a volcanic scorpion and its incredible speed certainly tested that long held sense of security."}, {"sid":"jaw_upg_alt_narrativeDescription","text":"Spelaean scorpions were once a rare sight for those who dwell on the surface, as they inhabit only the darkest corners of the Jadame caverns. However, even if you have encountered these small but defensive critters before, I have one piece of advice should you ever face this monstrosity infused with the Hive’s magic: run."}, {"sid":"jaw_ability_1_name","text":"Adaptation: Attack"}, {"sid":"jaw_ability_1_description","text":"Deals +{0}% Damage until the end of the round."}, {"sid":"jaw_ability_2_name","text":"Adaptation: Defense"}, {"sid":"jaw_ability_2_description","text":"Takes –{0}% Damage until the end of the round."}, {"sid":"jaw_ability_3_name","text":"Adaptation: Speed"}, {"sid":"jaw_ability_3_description","text":"Gains {0} Speed until the end of the round."}, {"sid":"godslayer_name","text":"Reaver"}, {"sid":"godslayer_upg_name","text":"Menacing Reaver"}, {"sid":"godslayer_upg_alt_name","text":"Maniacal Reaver"}, {"sid":"godslayer_narrativeDescription","text":"The first time I witnessed a Reaver, I understood that the Hive was more than an anomaly — it had direction and purpose. They are not mere brutes, but predators hellbent on reaching the apex of the food chain."}, {"sid":"godslayer_upg_narrativeDescription","text":"Resilient beyond mortal limits and capable of obliterating everything with its many claws, these reavers terrify both Alvarians and Templars alike. Its high intelligence and relentless thirst for blood make it a truly daunting foe."}, {"sid":"godslayer_upg_alt_narrativeDescription","text":"They say it is gruesome to take pleasure in killing for its own sake. I disagree — the true horror lies in witnessing a reaver tear a battalion to shreds and hearing it cackle like a maniac, hungry for even more carnage."}, {"sid":"godslayer_passive_1_name","text":"Apex Predator"}, {"sid":"godslayer_passive_1_description","text":"Deals +{0}% Damage to higher‑tier targets."}, {"sid":"godslayer_passive_1_description_upg","text":"Deals +{0}% Damage to targets of the same tier or higher."}, {"sid":"godslayer_passive_2_name","text":"Unholy Resilience"}, {"sid":"godslayer_passive_2_description","text":"Once per battle, this creature plainly refuses to die. Instead, the number of units in the stack of this creature remains the same as it was before the fatal attack."}, {"sid":"godslayer_passive_3_name","text":"Murderous Glee"}, {"sid":"godslayer_passive_3_description","text":"Upon killing an enemy, this creature immediately gains an additional turn. This ability cannot be used 2 times in a row, but Morale can affect this additional turn."}, {"sid":"godslayer_ability_1_name","text":"Rapid Assault"}, {"sid":"godslayer_ability_1_description","text":"Performs a Melee attack that does not provoke a counterattack."}, {"sid":"godslayer_ability_2_name","text":"Terror"}, {"sid":"godslayer_ability_2_description","text":"Prevents lower‑tier enemies from attacking this creature until the end of the round."}, {"sid":"godslayer_ability_3_name","text":"Beelzebub’s Blessing"}, {"sid":"godslayer_ability_3_description","text":"This creature gains maximum Morale and Luck until the end of the round."}, {"sid":"olgoi_name","text":"Waurms"}, {"sid":"olgoi_upg_name","text":"Devourer"}, {"sid":"olgoi_upg_alt_name","text":"Pyroboros"}, {"sid":"olgoi_narrativeDescription","text":"Waurmos were once known as semi‑intelligent creatures roaming the Ironsand Desert. It broke my heart to discover they had all become corrupted, now serving as the Hive’s siege breakers."}, {"sid":"olgoi_upg_narrativeDescription","text":"Marked by the demonic corruption, some waurmos developed hardened scales and a fiery crown. Any traveler should beware, for these monstrous creatures are capable of swallowing entire patrols whole."}, {"sid":"olgoi_upg_alt_narrativeDescription","text":"At first, I couldn’t believe the reports of “fire worms” evaporating forests. My doubts swiftly dispelled when my friend Ylwari shared the story of encountering a Pyroboros, turning swamps into a lake of lava."}, {"sid":"olgoi_passive_1_name","text":"Corpse Eater"}, {"sid":"olgoi_passive_1_description","text":"If destination hex contains a fallen corpse, it is devoured, restoring {0} HP. This can revive fallen units."}, {"sid":"olgoi_passive_2_name","text":"Demonic Stench"}, {"sid":"olgoi_passive_2_description","text":"Reduces enemy creatures’ Luck by {0}. This effect does not stack; only the strongest one is active."}, {"sid":"olgoi_ability_1_name","text":"Devour"}, {"sid":"olgoi_ability_1_description","text":"If target enemy creature has fewer than {0}% of its original units, it is destroyed immediately. Creatures killed this way leave no corpse."}, {"sid":"hive_queen_name","text":"Hive Queen"}, {"sid":"hive_queen_upg_name","text":"Hive Mother"}, {"sid":"hive_queen_upg_alt_name","text":"Hive Huntress"}, {"sid":"hive_queen_narrativeDescription","text":"I struggled to understand the force behind the Hive until I encountered a Hive Queen. More devil than insect, she whispered of “Master Beelzebub” and his herald.

It was then that I realized what we were up against — and what it would take to win."}, {"sid":"hive_queen_upg_narrativeDescription","text":"A mockery of the maternal instinct, these “Mothers” empower the Dragonfly King’s followers by feeding them strange, glowing crystals. Over time, their “pups” mutate into new Hive breeds."}, {"sid":"hive_queen_upg_alt_narrativeDescription","text":"Personal lieutenants of the Dragonfly King, Huntresses are capable of independent and complex thought. Acting as pioneers for the Hive, once they find a suitable spot, they establish a nest for its future matriarch."}, {"sid":"hive_queen_passive_1_name","text":"Soul Assimilator"}, {"sid":"hive_queen_passive_1_description","text":"At the beginning of a battle, gains bonuses for each faction represented in the enemy’s army:

• Temple: +{0}% Attack
• Necropolis: +{1}% Defense
• Grove: +{2} Luck and Morale
• Dungeon: +{4}% Damage
• Schism: +{3}% HP
• Neutral: +{5} Speed"}, {"sid":"hive_queen_passive_2_name","text":"Beelzebub’s Agenda"}, {"sid":"hive_queen_passive_2_description","text":"The hero deals +{0}% Magic Damage. This effect does not stack."}, {"sid":"hive_queen_passive_3_name","text":"Squash the Weak!"}, {"sid":"hive_queen_passive_3_description","text":"The lower the target’s tier, the more Damage this creature deals to it: +{0}% Damage per tier of difference."}, {"sid":"hive_queen_ability_1_name","text":"Blasphemous Adoration"}, {"sid":"hive_queen_ability_1_description","text":"Doubles this creature’s “Soul Assimilator” effects until the end of the next round."}, {"sid":"hive_queen_ability_1_description_upg","text":"Doubles this creature’s “Soul Assimilator” effects until the end of the next round. All friendly creatures gain the same ability."}, {"sid":"hive_queen_ability_1_description_upg_alt","text":"Quadruples this creature’s “Soul Assimilator” effects until the end of the next round."}, {"sid":"hive_queen_ability_2_name","text":"Profane Birth"}, {"sid":"hive_queen_ability_2_description","text":"Infects the target with an explosive larva that blows up at the beginning of the target’s next turn, dealing {0} Magic Damage to it and all adjacent creatures."}, {"sid":"hive_queen_ability_3_name","text":"Promise of Love"}, {"sid":"hive_queen_ability_3_description","text":"When cast on an enemy, reduces its Speed and Initiative by {1}. When cast on a friendly creature, increases its Speed and Initiative by {1}.
Duration: {0} round(s)."}, {"sid":"hive_queen_ability_4_name","text":"Contaminating Blast"}, {"sid":"hive_queen_ability_4_description","text":"Deals {2}% of a basic attack ({0}–{1}) as Magic Damage to the target and all creatures within two hexes of it."}, {"sid":"lesser_eldritch_name","text":"Ra’Shoth"}, {"sid":"lesser_eldritch_upg_name","text":"Stinging Ra’Shoth"}, {"sid":"lesser_eldritch_upg_alt_name","text":"Ferocious Ra’Shoth"}, {"sid":"lesser_eldritch_narrativeDescription","text":"Ra’Shoth, meaning “Small Rift‑Dwellers” in the Vori language, are the most basic lifeforms to emerge from the Rift. Guided by simple instincts, they seek out a higher authority through telepathy and follow their commands without questions."}, {"sid":"lesser_eldritch_upg_narrativeDescription","text":"Some Ra’Shoth have developed specialized synapses that enable them to discharge electrical currents from a distance. It is remarkable how adaptive life within the Rift seems to be."}, {"sid":"lesser_eldritch_upg_alt_narrativeDescription","text":"These red‑crested Ra’Shoth are far more aggressive than others, defending themselves with sweeping tentacle strikes. However, they pose a real threat only when attacking in groups."}, {"sid":"lesser_eldritch_ability_1_name","text":"Summoning Rite: Ra’Shoth"}, {"sid":"lesser_eldritch_ability_1_name_upg","text":"Summoning Rite: Stinging Ra’Shoth"}, {"sid":"lesser_eldritch_ability_1_name_upg_alt","text":"Summoning Rite: Ferocious Ra’Shoth"}, {"sid":"lesser_eldritch_ability_1_description","text":"Once per battle, summons a stack of Ra’Shoth in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and no more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"lesser_eldritch_ability_1_description_upg","text":"Once per battle, summons a stack of Stinging Ra’Shoth in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and no more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"lesser_eldritch_ability_1_description_upg_alt","text":"Once per battle, summons a stack of Ferocious Ra’Shoth in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and no more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"unfrozen_cultist_name","text":"Cultist"}, {"sid":"unfrozen_cultist_upg_name","text":"Binder"}, {"sid":"unfrozen_cultist_upg_alt_name","text":"Votary"}, {"sid":"unfrozen_cultist_narrativeDescription","text":"Although Lyssara’s expedition to the Sea of Regrets (as it is now called) had a higher purpose, I fear that for many Alvarians, it has become a lure of temptation and power. Many of them nowadays are little more than cultists now."}, {"sid":"unfrozen_cultist_upg_narrativeDescription","text":"By infusing the bindings of Vori Texts with the profane power of the Rift, Binders tear open temporal gaps in reality, lashing out at their foes with planar tendrils."}, {"sid":"unfrozen_cultist_upg_alt_narrativeDescription","text":"By opening their minds further to the eldritch influence, votaries serve as the eyes of their mistress — and of whatever lurks within the Rift. I shudder to imagine what becomes of their psyche."}, {"sid":"unfrozen_cultist_ability_1_name","text":"Glance of the Abyss"}, {"sid":"unfrozen_cultist_ability_1_description","text":"Curses target enemy creature. Cursed creatures take {0} Pure Damage at the start of their turn. This effect is stackable.
Duration: {1} round(s)."}, {"sid":"unfrozen_cultist_ability_2_name","text":"Abyssal Tendril"}, {"sid":"unfrozen_cultist_ability_2_description","text":"Deals {0}% of a basic attack ({2}–{3}) as Pure Damage to target enemy creature and removes {1} of their counterattack charges."}, {"sid":"unfrozen_cultist_ability_3_name","text":"Gaze of the Abyss: Sluggishness"}, {"sid":"unfrozen_cultist_ability_3_description","text":"Deals {0}% of a basic attack ({2}–{3}) as Pure Damage to the target and all the adjacent enemies. All targets’ Initiative reduces by {1} until the end of next round."}, {"sid":"unfrozen_cultist_ability_4_name","text":"Gaze of the Abyss: Slow"}, {"sid":"unfrozen_cultist_ability_4_description","text":"Deals {0}% of a basic attack ({2}–{3}) as Pure Damage to the target and all the adjacent enemies. All targets’ Speed reduces by {1} until the end of next round."}, {"sid":"frostworm_rider_name","text":"Aga’Shoth Rider"}, {"sid":"frostworm_rider_upg_name","text":"Aga’Shoth Tamer"}, {"sid":"frostworm_rider_upg_alt_name","text":"Aga’Shoth Mat’ha"}, {"sid":"frostworm_rider_narrativeDescription","text":"Aga’Shoth, meaning “Rift‑Dweller of the Ground,” form a bond that intertwines the mind of its elven rider with its own. However, the boundary between beast and rider is tenuous, giving rise to peculiar habits."}, {"sid":"frostworm_rider_upg_narrativeDescription","text":"Centuries of exposure to the Rift’s energies beneath the ice have imbued the snow of the Frozen Vast with a lingering residue of power. This allows aga’shoth tamers to bind their mounts to Jadame itself, drawing upon a fragment of the land’s strength."}, {"sid":"frostworm_rider_upg_alt_narrativeDescription","text":"Some riders undergo the ritual of Marash Mat’hash — “Blood Siblings” — which severs a portion of their mind to let it dwell in the Rift, enabling aga’shoth to cross into Jadame through a portal. Forever bound, the rider soon finds their psyche is irreparably shattered, tormented by the ceaseless whispers of their mount."}, {"sid":"frostworm_rider_passive_1_name","text":"Plow Through"}, {"sid":"frostworm_rider_passive_1_description","text":"Reduces terrain penalties by {0}% for the hero."}, {"sid":"frostworm_rider_passive_2_name","text":"Piercing Cold"}, {"sid":"frostworm_rider_passive_2_description","text":"Each attack or counterattack applies a negative effect that makes the target take +{1}% Magic Damage.
Duration: {0} rounds."}, {"sid":"frostworm_rider_passive_2_description_upg_alt","text":"Each attack, counterattack, or ability applies a negative effect that makes the target take +{1}% Magic Damage.
Duration: {0} rounds."}, {"sid":"frostworm_rider_passive_3_name","text":"Aga’Shoth’s Help"}, {"sid":"frostworm_rider_passive_3_description","text":"Each attack and counterattack deals +{0} Pure Damage."}, {"sid":"frostworm_rider_ability_1_name","text":"Icy Breath"}, {"sid":"frostworm_rider_ability_1_description","text":"Makes an additional attack, dealing {0}% of a basic attack ({1}–{2}) as Pure Damage."}, {"sid":"frostworm_rider_ability_2_name","text":"Icy Spikes"}, {"sid":"frostworm_rider_ability_2_description","text":"Makes an additional attack, dealing {0}% of a basic attack ({1}–{2}) as Pure Damage to the target enemy and all adjacent enemies."}, {"sid":"eldritch_flyer_name","text":"Grand Shoth"}, {"sid":"eldritch_flyer_upg_name","text":"Unspeakable Shoth"}, {"sid":"eldritch_flyer_upg_alt_name","text":"Unthinkable Shoth"}, {"sid":"eldritch_flyer_narrativeDescription","text":"Grand shoth are an experiment in binding. While some shoth are controlled through telepathy or communion, these creatures are bound purely though the Sacred Language."}, {"sid":"eldritch_flyer_upg_narrativeDescription","text":"With the right incantations, shoth can be turned into incredibly precise and focused weapons, capable of striking without mercy.

...What happens if a spell scroll is torn off?"}, {"sid":"eldritch_flyer_upg_alt_narrativeDescription","text":"It would seem that some shoth are fighting back against their bindings, partially unravelling in the process. This makes them more chaotic and more dangerous — and very efficient in some situations."}, {"sid":"eldritch_flyer_passive_1_name","text":"Frost"}, {"sid":"eldritch_flyer_passive_1_description","text":"When this creature attacks, the target doesn’t generate Focus."}, {"sid":"eldritch_flyer_ability_1_name","text":"Summoning Rite: Grand Shoth"}, {"sid":"eldritch_flyer_ability_1_name_upg","text":"Summoning Rite: Unspeakable Shoth"}, {"sid":"eldritch_flyer_ability_1_name_upg_alt","text":"Summoning Rite: Unthinkable Shoth"}, {"sid":"eldritch_flyer_ability_1_description","text":"Once per battle, summons a stack of Grand Shoth in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and can’t have more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"eldritch_flyer_ability_1_description_upg","text":"Once per battle, summons a stack of Unspeakable Shoth in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and can’t have more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"eldritch_flyer_ability_1_description_upg_alt","text":"Once per battle, summons a stack of Unthinkable Shoth in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and can’t have more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"eldritch_flyer_ability_2_name","text":"Black Ice Shard"}, {"sid":"eldritch_flyer_ability_2_description","text":"Deals {0}% of a basic attack ({1}–{2}) as Pure Damage to the target."}, {"sid":"succubus_name","text":"Concubus"}, {"sid":"succubus_upg_name","text":"Mistress of Chains"}, {"sid":"succubus_upg_alt_name","text":"Bewitcher"}, {"sid":"succubus_narrativeDescription","text":"For Schism followers who crave power, the Rift offers an irreversible transformation. Once this course is chosen, those who are reborn by the process must maintain focus, or else risk becoming a gateway themselves."}, {"sid":"succubus_upg_narrativeDescription","text":"When I encountered the elves who had embraced the path of Schism, they were unrecognizable. The powers of the Rift had twisted them into something alien — still in control, yet bound all the same."}, {"sid":"succubus_upg_alt_narrativeDescription","text":"Can you imagine being born an ordinary mortal — only to become something else, something greater?

It’s no wonder some bewitchers seek — and earn — admiration in every gaze."}, {"sid":"succubus_passive_1_name","text":"Earn Your Magic, Dear"}, {"sid":"succubus_passive_1_description","text":"Enemy hero’s spells cost +{0} mana. This effect does not stack; only the strongest one is active."}, {"sid":"succubus_passive_2_name","text":"Earn Your Abilities, Dear"}, {"sid":"succubus_passive_2_description","text":"Whenever this creature deals Damage, it generates +{0} Focus Points."}, {"sid":"succubus_ability_1_name","text":"Handcuffs"}, {"sid":"succubus_ability_1_description","text":"Prevents target enemy creature from using active abilities.
Duration: {0} round(s)."}, {"sid":"succubus_ability_2_name","text":"Hourglass"}, {"sid":"succubus_ability_2_description","text":"Prevents the enemy hero from using active abilities until the end of the round."}, {"sid":"succubus_ability_3_name","text":"Flog Idle Mind"}, {"sid":"succubus_ability_3_description","text":"Deals {0} Pure Damage per Focus Charge to target enemy creature."}, {"sid":"succubus_ability_4_name","text":"Bewitch into Passivity"}, {"sid":"succubus_ability_4_description","text":"Prevents all enemies from gaining Focus from any source until the end of next round."}, {"sid":"arbitrator_name","text":"Arbitrator"}, {"sid":"arbitrator_upg_name","text":"Rift Arbitrator"}, {"sid":"arbitrator_upg_alt_name","text":"Bloated Arbitrator"}, {"sid":"arbitrator_narrativeDescription","text":"Heavily transfigured and rendered immobile, these immensely powerful warlocks serve Schism by inscribing Vori seals upon the riftwalkers her cult summons. Yet over time, they slowly unravel into something utterly grotesque."}, {"sid":"arbitrator_upg_narrativeDescription","text":"Barely recognizable from their former selves, these arbitrators serve as floating control relays, capable of directing countless shoth at once. The strain they endure surpasses the limits of any mortal mind or body."}, {"sid":"arbitrator_upg_alt_narrativeDescription","text":"I struggle to comprehend the ancient Vori language that once tore open the Rift. But these grotesquely bloated arbitrators have no such trouble, wielding it to warp the barriers between our world and the eldritch realm beyond.

They will doom us all."}, {"sid":"arbitrator_passive_1_name","text":"Paradoxical Shots"}, {"sid":"arbitrator_passive_1_description","text":"Ranged penalties are reversed for this creature.
Attacks deal +{1}% Damage per hex (up to a maximum of +{2}%) if the target is more than {0} hexes away.
If the target is adjacent, performs a Melee attack, dealing +{3}% Damage."}, {"sid":"arbitrator_passive_2_name","text":"Slimy Touch"}, {"sid":"arbitrator_passive_2_description","text":"Attacks deal +{0} Pure Damage and lower the target’s Speed and Initiative by {1} until the end of round. This effect does not stack."}, {"sid":"arbitrator_passive_3_name","text":"Power of the Abyss"}, {"sid":"arbitrator_passive_3_description","text":"Increases the hero’s maximum mana by {0}. This effect does not stack."}, {"sid":"arbitrator_ability_1_name","text":"Command: Reposition"}, {"sid":"arbitrator_ability_1_description","text":"Moves a friendly creature to a free hex within {0} hexes of their initial position."}, {"sid":"arbitrator_ability_2_name","text":"Command: Fear"}, {"sid":"arbitrator_ability_2_description","text":"Moves an enemy to a free hex within {0} hexes of their initial position."}, {"sid":"arbitrator_ability_3_name","text":"Disgorge Storm"}, {"sid":"arbitrator_ability_3_description","text":"Deals {0} Pure Damage to all enemies and gives them –{1} Speed and Initiative.
Duration: {2} rounds."}, {"sid":"arbitrator_ability_4_name","text":"Command: Switch Places"}, {"sid":"arbitrator_ability_4_description","text":"Makes any two creatures switch places, as long as they are within {0} hexes of one another."}, {"sid":"arbitrator_ability_5_name","text":"Frozen Pages"}, {"sid":"arbitrator_ability_5_description","text":"Prevents the enemy hero from using the Spellbook until the end of the round. This effect does not stack."}, {"sid":"unspeakable_name","text":"Abyssal Envoy"}, {"sid":"unspeakable_upg_name","text":"Abyssal Overseer"}, {"sid":"unspeakable_upg_alt_name","text":"Abyssal Executor"}, {"sid":"unspeakable_narrativeDescription","text":"When an arbitrator’s psyche inevitably collapses, a gateway is torn open, allowing these monstrosities to spill into Jadame. Lyssara insists they are under her control, but I’m not convinced — they seem far too independent and… sentient."}, {"sid":"unspeakable_upg_narrativeDescription","text":"Bound by enchanted chains, these creatures herald an age of great upheaval. A single glance upon them can drive one to madness and delusion. Worst of all, they seem to be mere watchers, acting on behalf of something far more powerful."}, {"sid":"unspeakable_upg_alt_narrativeDescription","text":"I once escaped the cult of the Frozen Vasts myself, and I am now certain — the terrors of the deep are not to be trifled with. Whatever these poor elves have unleashed will bring calamity to Jadame, with only one warning of its coming: beware the Black Ice."}, {"sid":"unspeakable_ability_1_name","text":"Summoning Rite: Envoy"}, {"sid":"unspeakable_ability_1_name_upg","text":"Summoning Rite: Overseer"}, {"sid":"unspeakable_ability_1_name_upg_alt","text":"Summoning Rite: Executor"}, {"sid":"unspeakable_ability_1_description","text":"Once per battle, summons a stack of Abyssal Envoys in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and can’t have more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"unspeakable_ability_1_description_upg","text":"Once per battle, summons a stack of Abyssal Overseers in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and can’t have more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"unspeakable_ability_1_description_upg_alt","text":"Once per battle, summons a stack of Abyssal Executors in place of a friendly corpse.
The summon has {0}% HP of the corpse’s original stack and can’t have more than {1} units. These creatures are permanent and remain after the battle."}, {"sid":"unspeakable_ability_2_name","text":"Black Ice Shard"}, {"sid":"unspeakable_ability_2_name_upg_alt","text":"Black Ice Cloud"}, {"sid":"unspeakable_ability_2_description","text":"Deals {0}% of a basic attack ({1}–{2}) as Pure Damage to target enemy creature."}, {"sid":"unspeakable_ability_2_description_upg_alt","text":"Deals {0}% of basic attack ({1}–{2}) as Pure Damage to the target and adjacent creatures."}, {"sid":"unspeakable_ability_3_name","text":"Moment of Insanity"}, {"sid":"unspeakable_ability_3_description","text":"Compels an enemy to attack a random target."}, {"sid":"unspeakable_ability_4_name","text":"Will of the Abyss"}, {"sid":"unspeakable_ability_4_description","text":"Enables this creature to take {0} more turn(s) immediately after its first turn."}, {"sid":"unspeakable_ability_5_name","text":"Control Mind"}, {"sid":"unspeakable_ability_5_description","text":"Target enemy creature loses all its possible turns and passes."}, {"sid":"trogl_name","text":"Troglodyte"}, {"sid":"trogl_upg_name","text":"Infernal Troglodyte"}, {"sid":"trogl_upg_alt_name","text":"Toxic Troglodyte"}, {"sid":"trogl_narrativeDescription","text":"Blind and small, troglodytes are often seen by surface races as primitive creatures. However, their adaptability and deep knowledge of underground passages are no joke, and these are precisely why they play a crucial role in Alvar."}, {"sid":"trogl_upg_narrativeDescription","text":"Despite their physical frailty, many troglodytes display cunning by targeting their opponents’ weak points. Defeating a stronger foe grants them the title of a Shakkor — “the Infernal.”"}, {"sid":"trogl_upg_alt_narrativeDescription","text":"Some troglodyte tribes have developed a green hue and spikes. Initially a disadvantage, it has quickly proven an asset as these Arla — “bold ones” — are born with poisonous blood lethal to any who try to harm them."}, {"sid":"trogl_passive_1_name","text":"Toxic Spear"}, {"sid":"trogl_passive_1_description","text":"Attacks leave gaping wounds, causing the target to take +{0}% Damage until the end of the next round."}, {"sid":"trogl_passive_2_name","text":"Toxic Blood"}, {"sid":"trogl_passive_2_description","text":"When this creature is Damaged, all adjacent enemies take +{0}% Damage until the end of the next round."}, {"sid":"trogl_ability_1_name","text":"Fighting Style: Viscous Spit"}, {"sid":"trogl_ability_1_description","text":"Performs a Long Reach attack, which deals –{0}% Damage."}, {"sid":"trogl_ability_1_advanced_name","text":"Advanced Fighting Style: Viscous Spit"}, {"sid":"trogl_ability_1_advanced_description","text":"Performs a Long Reach attack."}, {"sid":"assassin_name","text":"Infiltrator"}, {"sid":"assassin_upg_name","text":"Guile Infiltrator"}, {"sid":"assassin_upg_alt_name","text":"Bleak Infiltrator"}, {"sid":"assassin_narrativeDescription","text":"The elven spies of Alvar, these long‑time surface dwellers had to adapt when they began expanding their cities into the underground. They now view subterfuge as the key to gaining an advantage."}, {"sid":"assassin_upg_narrativeDescription","text":"Handpicked by Spymaster Caspair, guile infiltrators are selected for missions demanding extreme precision and the ability to carry out tasks without leaving a trace. They excel at manipulating external politics and managing debtors."}, {"sid":"assassin_upg_alt_narrativeDescription","text":"Bleak Infiltrators are deployed in areas where Triumvirate’s influence is weak and their presence must remain hidden. The nature of their tasks often leaves them individualistic and isolated."}, {"sid":"assassin_passive_1_name","text":"Weak Spot"}, {"sid":"assassin_passive_1_description","text":"Lucky Strikes deal +{0}% Damage, and the maximum possible Luck is increased to {1}."}, {"sid":"assassin_passive_2_name","text":"Staggering Hits"}, {"sid":"assassin_passive_2_description","text":"Attacks prevent the target from counterattacking until the end of the round."}, {"sid":"assassin_passive_3_name","text":"Sharper Blade"}, {"sid":"assassin_passive_3_description","text":"Each attack increases this creature’s luck by {0}."}, {"sid":"assassin_ability_1_name","text":"Fighting Style: Hit and Run"}, {"sid":"assassin_ability_1_description","text":"This creature will return to its original position after attacking, but deal –{0}% Damage."}, {"sid":"assassin_ability_1_advanced_name","text":"Advanced Fighting Style: Hit and Run"}, {"sid":"assassin_ability_1_advanced_description","text":"This creature will return to its original position after attacking."}, {"sid":"assassin_ability_2_name","text":"Shadowstrike"}, {"sid":"assassin_ability_2_description","text":"Deals basic attack Damage to any enemy, ignoring their Defense."}, {"sid":"assassin_ability_3_name","text":"Veil of Shadows"}, {"sid":"assassin_ability_3_description","text":"Cannot be targeted until the end of the round."}, {"sid":"blade_dancer_name","text":"Onyx Dancer"}, {"sid":"blade_dancer_upg_name","text":"Jasper Dancer"}, {"sid":"blade_dancer_upg_alt_name","text":"Aureate Dancer"}, {"sid":"blade_dancer_narrativeDescription","text":"The dark elves of Alvar, the most populous race on Jadame, can be found nearly anywhere, primarily taking roles as spies, traders, and entertainers. With their cultural background, it is no surprise that Alvarian dark elves fill the ranks of a military branch that merges the art of blade dancing with glaive wielding."}, {"sid":"blade_dancer_upg_narrativeDescription","text":"As glaive dancers grow more proficient, they are outfitted with armor enhanced by gems traded from their underground allies. After all, looks can kill."}, {"sid":"blade_dancer_upg_alt_narrativeDescription","text":"Eschewing gems in favor of refined gold, the Aureates embody everything others imagine dark elves to be — elegant, ambitious, deadly, and above all, using wealth as their greatest advantage both in negotiations and on the battlefield."}, {"sid":"blade_dancer_passive_1_name","text":"A Thousand Cuts"}, {"sid":"blade_dancer_passive_1_description","text":"Each attack reduces the target’s Defense by {0} until the end of battle. This effect is stackable."}, {"sid":"blade_dancer_passive_2_name","text":"Draconic Blade"}, {"sid":"blade_dancer_passive_2_description","text":"Melee attacks deal double Damage."}, {"sid":"blade_dancer_ability_1_name","text":"Fighting Style: Bouncing Glaives"}, {"sid":"blade_dancer_ability_1_description","text":"Choose two targets for this attack, dealing –{0}% Damage to each."}, {"sid":"blade_dancer_ability_1_advanced_name","text":"Advanced Fighting Style: Bouncing Glaives"}, {"sid":"blade_dancer_ability_1_advanced_description","text":"Choose two targets for this attack."}, {"sid":"minos_name","text":"Minotaur"}, {"sid":"minos_upg_name","text":"Minotaur Lord"}, {"sid":"minos_upg_alt_name","text":"Minotaur Vanguard"}, {"sid":"minos_narrativeDescription","text":"The Minotaurs’ seat of power in Jadame lies in the underground maze‑town of Balthazar’s Lair, founded by Clan Balthazar. Renowned for their combat prowess and architectural mastery on the surface, they were among the first invited to join the Pact."}, {"sid":"minos_upg_narrativeDescription","text":"To attain the rank of a lord, a minotaur must excel in their chosen profession. While combat, magic, and masonry are most common, it’s not unheard of to encounter a Lord Jeweler or Lord Moneyer."}, {"sid":"minos_upg_alt_narrativeDescription","text":"“The Vanguard” is a minotaur organization attracting young bulls with promises of adventure and a swift path to the rank of lord. These foot soldiers are impulsive yet efficient, often deployed to places where ruthlessness is considered an act of mercy."}, {"sid":"minos_passive_1_name","text":"Eager for Battle"}, {"sid":"minos_passive_1_description","text":"This creature always has positive Morale, and its maximum increases to {1}. Chance of Morale triggering increases by {0}% for each total point."}, {"sid":"minos_passive_2_name","text":"Blood for Blood"}, {"sid":"minos_passive_2_description","text":"Whenever this creature takes Damage, its Morale increases by {0}."}, {"sid":"minos_passive_3_name","text":"Adrenaline Surge"}, {"sid":"minos_passive_3_description","text":"Whenever this creature’s Morale triggers, its Speed increases by {0} and its Attack and Defense increase by {1}. Lasts until the end of the next round."}, {"sid":"minos_ability_1_name","text":"Fighting Style: Grand Slam"}, {"sid":"minos_ability_1_description","text":"Hits the target and all creatures within two hexes behind it, dealing –{0}% Damage to each."}, {"sid":"minos_ability_1_advanced_name","text":"Advanced Fighting Style: Grand Slam"}, {"sid":"minos_ability_1_advanced_description","text":"Hits the target and all creatures within two hexes behind it."}, {"sid":"minos_ability_2_name","text":"Unyielding Will"}, {"sid":"minos_ability_2_description","text":"Fully ignores attackers’ Attack values until the end of the round."}, {"sid":"medusa_name","text":"Medusa"}, {"sid":"medusa_upg_name","text":"Medusa Sculptor"}, {"sid":"medusa_upg_alt_name","text":"Medusa Queen"}, {"sid":"medusa_narrativeDescription","text":"The role of Medusae in Alvari society is an odd one. Being true natives of the underworld, many of them harbor resentment toward collaborating with “surfacers” and their ways of life.

Is their involvement born of curiosity, or is there an ulterior motive for their interest in the surface?"}, {"sid":"medusa_upg_narrativeDescription","text":"To many medusae, petrification is an art within an art, a revered act that grants an honored status to those chosen to be turned to stone in their society.

It raises a chilling question — how many of the Alvari statues I have passed in my life once walked these same streets?"}, {"sid":"medusa_upg_alt_narrativeDescription","text":"Rumors speak of a chthonic lifeform thrives deep below the passages explored by the Triumvirate, with all medusae as its kin — but only the gorgons hold the truth.

If these tales are more than a myth, one must wonder — who do these “Queens” truly serve?"}, {"sid":"medusa_passive_1_name","text":"Marble Arrows"}, {"sid":"medusa_passive_1_description","text":"Ranged Attacks reduce the target’s Initiative by {0} until the end of the next round."}, {"sid":"medusa_ability_1_name","text":"Fighting Style: Arrow Barrage"}, {"sid":"medusa_ability_1_description","text":"Hits the target and all enemies adjacent to it, dealing –{0}% Damage."}, {"sid":"medusa_ability_1_advanced_name","text":"Advanced Fighting Style: Arrow Barrage"}, {"sid":"medusa_ability_1_advanced_description","text":"Hits the target and all enemies adjacent to it."}, {"sid":"medusa_ability_2_name","text":"Slither Away"}, {"sid":"medusa_ability_2_description","text":"Moves to another hex within its movement range."}, {"sid":"medusa_ability_3_name","text":"Petrification"}, {"sid":"medusa_ability_3_description","text":"Performs a Melee attack and petrifies the target until the end of the round.
Petrified targets take double Damage from basic attacks, are immune to Magic Damage, and skip their turn."}, {"sid":"hydra_name","text":"Hydra"}, {"sid":"hydra_upg_name","text":"Chthonic Hydra"}, {"sid":"hydra_upg_alt_name","text":"Infernal Hydra"}, {"sid":"hydra_narrativeDescription","text":"Native to underground rivers and Duskmire Swamps, hydras are creatures of immense power. Legend claims that cutting off one of their heads only invites three more to the feast.

And the main course? Why, it’s you, naturally."}, {"sid":"hydra_upg_narrativeDescription","text":"Rumors speak a of slow chthonic life form slithering in the deepest, darkest corners of Enroth, patiently waiting. Hydras that descend into these depths become far more resilient than their kin, with uncanny awareness of their surroundings."}, {"sid":"hydra_upg_alt_narrativeDescription","text":"A scholar once claimed that hydras are made of the earth itself. True or not, some hydras emerge with scarlet scales and crystalline barbs adorning their bodies. Their bite delivers a venom that saps strength, leaving their prey helpless."}, {"sid":"hydra_passive_1_name","text":"Weakening Venom"}, {"sid":"hydra_passive_1_description","text":"Attacks cause the target to deal –{0}% Damage until the end of next round."}, {"sid":"hydra_passive_2_name","text":"Regeneration"}, {"sid":"hydra_passive_2_description","text":"Restores to full HP at the start of its turn."}, {"sid":"hydra_passive_3_name","text":"Poisonous Blood"}, {"sid":"hydra_passive_3_description","text":"Whenever this creature takes Damage, adjacent enemy creatures deal –{0}% Damage until the end of next round."}, {"sid":"hydra_passive_4_name","text":"Growing Teeth"}, {"sid":"hydra_passive_4_description","text":"Whenever this creature takes Damage, it gains {0} Attack until the end of the battle."}, {"sid":"hydra_passive_5_name","text":"All Heads on Deck"}, {"sid":"hydra_passive_5_description","text":"This creature’s counterattacks use its full Fighting Style effects."}, {"sid":"hydra_ability_1_name","text":"Fighting Style: Whirlwind Strike"}, {"sid":"hydra_ability_1_description","text":"Hits all adjacent enemies, dealing –{0}% Damage to each."}, {"sid":"hydra_ability_1_advanced_name","text":"Advanced Fighting Style: Whirlwind Strike"}, {"sid":"hydra_ability_1_advanced_description","text":"Hits all adjacent enemies."}, {"sid":"black_dragon_name","text":"Cave Dragon"}, {"sid":"black_dragon_upg_name","text":"Black Dragon"}, {"sid":"black_dragon_upg_alt_name","text":"Ashen Dragon"}, {"sid":"black_dragon_narrativeDescription","text":"Born in the depths of their caves, dragons are ambitious beings of immense intelligence and power, with few equals in Jadame. Some have allied with Alvar in their pursuit of even greater heights."}, {"sid":"black_dragon_upg_narrativeDescription","text":"The Stygianscales, represented by “Queen” Amelchia, are pivotal players within Alvari politics, wielding raw strength and extensive ties among various broods and scales across the continent. Cunning and ever‑prepared, they strive to unite Alvar under a new order."}, {"sid":"black_dragon_upg_alt_narrativeDescription","text":"Ashen Dragons are often misunderstood — viewed as weak by those who fail to grasp their true strength, yet perceived as excessively power‑hungry because of it.

I hope to live long enough to meet and speak with an ashen wyrm; surely, they would have a fascinating story to tell."}, {"sid":"black_dragon_passive_1_name","text":"Fires of Dominion"}, {"sid":"black_dragon_passive_1_description","text":"Friendly creatures gain {0} Morale and Luck; enemy creatures lose the same."}, {"sid":"black_dragon_passive_2_name","text":"Dominating Presence"}, {"sid":"black_dragon_passive_2_description","text":"All adjacent enemies always deal minimum Damage."}, {"sid":"black_dragon_ability_1_name","text":"Fighting Style: Sulfurous Assault"}, {"sid":"black_dragon_ability_1_description","text":"Performs a Cone Strike, dealing –{0}% Damage to each target."}, {"sid":"black_dragon_ability_1_advanced_name","text":"Advanced Fighting Style: Sulfurous Assault"}, {"sid":"black_dragon_ability_1_advanced_description","text":"Performs a Cone Strike."}, {"sid":"black_dragon_ability_2_name","text":"Inner Flame"}, {"sid":"black_dragon_ability_2_description","text":"Until the end of the next round, deals {0} Magic Damage when attacked in Melee."}, {"sid":"black_dragon_ability_3_name","text":"Dragonflight"}, {"sid":"black_dragon_ability_3_description","text":"Moves to any hex, dealing {0}% basic attack Damage ({1}–{2}) to all adjacent creatures and pushing them away, if possible."}, {"sid":"lich_dragon_name","text":"Lich Dragon"}, {"sid":"lich_dragon_narrativeDescription","text":"Undead dragons come to existence in places where enormous amounts of necrotic energies radiate close to their resting places. As such, for all the power they have, risen dragons are surprisingly simple and unambitious — more beasts guarding their graveyards than rulers."}, {"sid":"lich_dragon_passive_1_name","text":"Bone Absorption"}, {"sid":"lich_dragon_passive_1_description","text":"Absorbs all corpses at destination and all adjacent hexes. For each corpse, this creature gains +{0}% to ability Damage and +{0}% to HP restored by abilities."}, {"sid":"lich_dragon_ability_1_name","text":"Self‑Reconstruction"}, {"sid":"lich_dragon_ability_1_description","text":"Restores {0}% of one unit’s maximum HP. This can revive fallen units above original amount. Units revived this way are permanent."}, {"sid":"lich_dragon_ability_2_name","text":"Bone Armageddon"}, {"sid":"lich_dragon_ability_2_description","text":"Deals {0} Pure Damage to all other creatures."}, {"sid":"trickster_name","text":"Trickster"}, {"sid":"trickster_narrativeDescription","text":"A strange fox from a distant land that found a home in Jadame, seamlessly blending in. Known for their independence, these creatures share a mysterious bond with spirits, weaving illusions to ensnare their prey. There are whispers tell of a rare few with incredible sentience, though none have ever witnessed one speak."}, {"sid":"trickster_passive_1_name","text":"Trick"}, {"sid":"trickster_passive_1_description","text":"While there are any alive Trickster Illusions on the battlefield, the Trickster itself doesn’t take any Damage."}, {"sid":"trickster_ability_1_name","text":"Fox o’ Nine Tails"}, {"sid":"trickster_ability_1_description","text":"Creates a Trickster Illusion on the battlefield with reduced stats."}, {"sid":"basilisk_name","text":"Basilisk"}, {"sid":"basilisk_narrativeDescription","text":"Ancient reptiles that survived past cataclysms; probably one of the first predators in Jadame. With their deadly poison and magical gaze ability, these beasts are now sought by ambitious generals as weapons of war."}, {"sid":"basilisk_passive_1_name","text":"Deadly Glance"}, {"sid":"basilisk_passive_1_description","text":"If target enemy creature has fewer than {0}% of its original units, it is destroyed immediately."}, {"sid":"basilisk_passive_2_name","text":"Basilisk Poison"}, {"sid":"basilisk_passive_2_description","text":"The lower the target’s tier is, the more Damage it takes: +{0}% Damage per tier of difference."}, {"sid":"sentinel_name","text":"Sentinel of Glory"}, {"sid":"sentinel_narrativeDescription","text":"These former allies of the Church of the Sun have abandoned it for an unclear reason. The claim is, they are “keepers of balance” — and when the Inquisitors shook it, they chose instead to serve the balance between the four scholars of magic."}, {"sid":"sentinel_ability_1_name","text":"Arina’s Way"}, {"sid":"sentinel_ability_1_description","text":"Dispels all negative effects from this creature and fully restores its HP. Once per battle."}, {"sid":"sentinel_ability_1_info","text":"Walking one Way blocks all other Ways for this round."}, {"sid":"sentinel_ability_2_name","text":"Naira’s Way"}, {"sid":"sentinel_ability_2_description","text":"Deals +{0}% Damage and takes –{1}% Damage until the end of the round. Once per battle."}, {"sid":"sentinel_ability_2_info","text":"Walking one Way blocks all other Ways for this round."}, {"sid":"sentinel_ability_3_name","text":"Doreath’s Way"}, {"sid":"sentinel_ability_3_description","text":"Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle."}, {"sid":"sentinel_ability_3_info","text":"Walking one Way blocks all other Ways for this round."}, {"sid":"sentinel_ability_4_name","text":"Hksmilla’s Way"}, {"sid":"sentinel_ability_4_description","text":"Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle."}, {"sid":"sentinel_ability_4_info","text":"Walking one Way blocks all other Ways for this round."}, {"sid":"obsidian_dragon_name","text":"Obsidian Dragon"}, {"sid":"obsidian_dragon_narrativeDescription","text":"The thing about diplomacy is, someone always hates it. Some dark dragons believe the very concept of Alvar is beneath them — beneath the whole dragon race — and that they should just rule all other peoples on their own, without alliances.

For now, this just makes them pariahs."}, {"sid":"obsidian_dragon_passive_1_name","text":"Disdain"}, {"sid":"obsidian_dragon_passive_1_description","text":"Takes –{0}% Melee Damage, –{1}% Long Reach Damage, and –{2}% Ranged Damage."}, {"sid":"obsidian_dragon_passive_2_name","text":"Scorch"}, {"sid":"obsidian_dragon_passive_2_description","text":"Attacks set the target on fire. Burning creatures take {0} Magic Damage at the start of their turn. This effect is stackable.
Duration: {1} rounds(s)."}, {"sid":"mech_guard_name","text":"Worldwatcher"}, {"sid":"mech_guard_narrativeDescription","text":"These constructs often accompany sentinels — perhaps they are made by them. They claim their mission is simply to observe the world and report to their makers, to see if anything needs to be fixed. But why are simple observers so well equipped for battle?"}, {"sid":"mech_guard_ability_1_name","text":"Time Loop"}, {"sid":"mech_guard_ability_1_description","text":"Places an invisible trap. When an enemy ground creature steps on it, the creature is transported back to its starting point and forced to end turn.
Duration: {0} rounds."}, {"sid":"coatl_name","text":"Couatl"}, {"sid":"coatl_narrativeDescription","text":"These feathered serpents oftentimes rely on their sheer power, hailing back to older, more primal times. Their scales make them impervious to spells that alter one’s essence."}, {"sid":"coatl_passive_1_name","text":"Primal Stubbornness"}, {"sid":"coatl_passive_1_description","text":"Negative effects do not stay on this creature longer than {0} round(s)."}, {"sid":"fairy_dragon_name","text":"Faerie Dragon"}, {"sid":"fairy_dragon_narrativeDescription","text":"They may appear sweet and cheerful, but faerie dragons are mischievous tricksters. One of the few creatures attuned to Enroth’s raw magical energies, they wield their power with playful cunning."}, {"sid":"fairy_dragon_passive_1_name","text":"Mana Drinker"}, {"sid":"fairy_dragon_passive_1_description","text":"Steals {0} mana from the enemy hero (if present) at the start of its turn."}, {"sid":"fairy_dragon_passive_2_name","text":"Bubble of Silence"}, {"sid":"fairy_dragon_passive_2_description","text":"Adjacent enemy creatures cannot use abilities."}, {"sid":"fairy_dragon_ability_1_name","text":"Nullify"}, {"sid":"fairy_dragon_ability_1_description","text":"Dispels all negative and positive effects from the target."}, {"sid":"fairy_dragon_ability_2_name","text":"Banish Summons"}, {"sid":"fairy_dragon_ability_2_description","text":"Dispels all summoned creatures and temporary stacks."}, {"sid":"giant_frog_name","text":"Giant Toad"}, {"sid":"giant_frog_narrativeDescription","text":"The Regnan Archipelago, Daggerwound Islands, Jadame’s Jaws, and countless unnamed isles serve as breeding grounds for these giant, semi‑aquatic creatures. Grumpy and territorial, they dominate large swaths of the continent’s coastal zones."}, {"sid":"giant_frog_passive_1_name","text":"Tenderizing Spit"}, {"sid":"giant_frog_passive_1_description","text":"Attacks poison the target. Poisoned creatures take {0} Magic Damage at the start of their turn. This effect is stackable.
Duration: {1} round(s)."}, {"sid":"giant_frog_ability_1_name","text":"Leap"}, {"sid":"giant_frog_ability_1_description","text":"Leaps over one hex. On landing, pushes all adjacent creatures away, if possible."}, {"sid":"giant_frog_ability_2_name","text":"Sticky Tongue"}, {"sid":"giant_frog_ability_2_description","text":"Targets an adjacent empty hex to grab an enemy creature immediately behind that hex, pulling them into the target hex."}, {"sid":"unicorn_name","text":"Unicorn"}, {"sid":"unicorn_narrativeDescription","text":"Unicorns, beings of Light Magic, possess supernatural intelligence and strength. Telepathic and elusive, they dwell in hidden Murmurwood groves, revealing themselves only to the pure of heart. Through centuries of interaction, elves have sometimes earned their alliance, but unicorns are slow to trust and never forgive betrayal."}, {"sid":"unicorn_ability_1_name","text":"Blinding Strike"}, {"sid":"unicorn_ability_1_description","text":"Casts “Blind” on the target, preventing all actions. The effect ends when the blinded creature takes Damage.
Duration: {0} round(s)."}, {"sid":"dragon_hunter_name","text":"Dragonslayer"}, {"sid":"dragon_hunter_narrativeDescription","text":"Dragon killing is not for the meek — or the sane. It demands risking life and limb against impossible odds. Yet, the lure of glory and riches ensures there are always those desperate or mad enough to try. The rare few who succeed become legends, their names etched into history forever."}, {"sid":"dragon_hunter_passive_1_name","text":"Dissection"}, {"sid":"dragon_hunter_passive_1_description","text":"Attacks wound the target. Wounded creatures take {0} Damage at the start of their turn. This effect is stackable.
Duration: {1} round(s)."}, {"sid":"dragon_hunter_passive_2_name","text":"Dragon hunter"}, {"sid":"dragon_hunter_passive_2_description","text":"Deals +{0}% Damage to Dragons."}, {"sid":"dragon_hunter_ability_1_name","text":"Dragon’s Blood"}, {"sid":"dragon_hunter_ability_1_description","text":"Becomes fully immune to spells until the end of the next round."}, {"sid":"kitten_horn_name","text":"Kittenhorn"}, {"sid":"kitten_horn_narrativeDescription","text":"These cute, cat‑like creatures are actually quite ancient. They hail back from the times when crystals had minds and songs could change reality. Kittenhorns carry a bit of those primordial times with themselves still, occasionally driving people insane — be it through glee or rage."}, {"sid":"kitten_horn_passive_1_name","text":"Remnant of Mad Times"}, {"sid":"kitten_horn_passive_1_description","text":"Upon death, this creature casts “Berserk” upon its killer. They are forced to attack the nearest creature."}, {"sid":"kitten_horn_passive_2_name","text":"Too Cute to be True"}, {"sid":"kitten_horn_passive_2_description","text":"Increases the hero’s Persuasion Power in Diplomacy by {0}%. This effect does not stack."}, {"sid":"kitten_horn_ability_1_name","text":"Wheeee"}, {"sid":"kitten_horn_ability_1_description","text":"Gives all friendly creatures +{0} Morale.
Duration: {1} round(s)."}, {"sid":"star_child_name","text":"Starchild"}, {"sid":"star_child_narrativeDescription","text":"All four Scholars read the stars, but Naira has always been the closest to them. Her shadows, eerily resembling her, are cast by the stars — or are they? Do they rise from the ground, or are they messengers of the heavens? And if so, what secrets do they hold about our world?"}, {"sid":"star_child_ability_1_name","text":"Starfall"}, {"sid":"star_child_ability_1_description","text":"Select {1} hexes. A star falls to each of them, dealing {0} Magic Damage to target hex and all adjacent creatures."}, {"sid":"primal_remnant_name","text":"Primal Remnant"}, {"sid":"primal_remnant_narrativeDescription","text":"Before time, truth, and magic, the world was primal chaos — so say Hksmilla’s followers. Some entities still seem to echo that ancient era."}, {"sid":"primal_remnant_ability_2_name","text":"Vegetation Propagation"}, {"sid":"primal_remnant_ability_2_description","text":"Creates an equivalent Primal Remnant stack on an adjacent hex. It dies upon taking any Damage."}, {"sid":"primal_remnant_ability_1_name","text":"Emboldening Spores"}, {"sid":"primal_remnant_ability_1_description","text":"This creature and all adjacent friendly creatures gain +{0}% maximum HP.
Duration: {1} round(s)."}, {"sid":"animated_armor_name","text":"Animated Armor"}, {"sid":"animated_armor_narrativeDescription","text":"The armor is just a shell — it’s the vines that are actually living. Infused with pieces of Murmurwood Mycelium, these beings have simple sort of mind and sometimes even personalities, though they’re nigh incomprehensible to ordinary mortals."}, {"sid":"gorilla_name","text":"Groll"}, {"sid":"gorilla_narrativeDescription","text":"Rock go boom. Stick go crash. Legend says these unpleasant and easily annoyed creatures were made from stone by dragons. But could stones ever be so short‑tempered?"}, {"sid":"gorilla_ability_1_name","text":"Rrr, Jump!"}, {"sid":"gorilla_ability_1_description","text":"Jumps to a hex within a {0}‑hex radius and deals basic attack Damage to all adjacent enemies."}, {"sid":"gorilla_ability_2_name","text":"Big Rock, Rrr!"}, {"sid":"gorilla_ability_2_description","text":"Deals {2}% of basic attack ({0}–{1}) as Magic Damage to the target, stunning them until next round. Stunned creatures are forced to pass their turn."}, {"sid":"halfling_name","text":"Halfling"}, {"sid":"halfling_narrativeDescription","text":"A cheerful and friendly people who are lucky enough to be native to Jadame. Or maybe luck is the only thing that helps them survive here, seeing how they’re neither cruel nor particularly sly."}, {"sid":"halfling_ability_1_name","text":"Prance Away"}, {"sid":"halfling_ability_1_description","text":"Blinks to another hex within its movement range."}, {"sid":"peasant_name","text":"Peasant"}, {"sid":"undead_peasant_name","text":"Ghoul"}, {"sid":"peasant_narrativeDescription","text":"The backbone of every kingdom’s economy, peasants work the fields and pay taxes. Just don’t ask if they voted for you."}, {"sid":"undead_peasant_narrativeDescription","text":"I’ve heard it’s actually the grief from the loss of his lovely piglet that made him like this."}, {"sid":"peasant_passive_1_name","text":"Taxpayer"}, {"sid":"peasant_passive_1_description","text":"At the beginning of the day, grants {0} Gold per unit in this creature’s stack."}, {"sid":"peasant_passive_2_name","text":"Beloved Piglet"}, {"sid":"peasant_passive_2_description","text":"Loves his pet so much that he can’t live without it… normally."}, {"sid":"peasant_passive_3_name","text":"Enraged"}, {"sid":"peasant_passive_3_description","text":"This creature enhances itself at the beginning of each round, increasing his attributes and gaining {0} minimum and maximum Damage."}, {"sid":"pixie_name","text":"Pixie"}, {"sid":"pixie_narrativeDescription","text":"Born from flower buds blossoming in mana‑rich places, Pixies are mischievous beings who cherish free will and playfulness over laws or others’ well‑being. Though akin to faeries, they pledge loyalty to no one, following only those who promise excitement."}, {"sid":"avatar_name","text":"Avatar"}, {"sid":"avatar_narrativeDescription","text":"There is a unique mastery invented by Jadame scholars, an art of expressing one’s soul not through word or song, but directly. The creature cast this way is a uniquely tremulous and powerful Embodiment."}, {"sid":"avatar_passive_unfrozen_name","text":"Everchanging Essence"}, {"sid":"avatar_passive_unfrozen_description","text":"Gains a barrier at the start of its turn that blocks one instance of Damage."}, {"sid":"avatar_passive_1_name","text":"Soul Embodied"}, {"sid":"avatar_passive_1_description","text":"Can’t have more than one creature. Upon summoning, receives bonuses based on the summoner’s Spell Power."}, {"sid":"avatar_passive_2_name","text":"Subsistence"}, {"sid":"avatar_passive_2_description","text":"Cannot be killed by spells or hero and creature abilities."}, {"sid":"dragon_upg_name","text":"Red Dragon"}, {"sid":"dragon_upg_narrativeDescription","text":"Usually these dragons roam the Garrote Gorge, but lately, more and more of them have been sighted across Central Jadame."}, {"sid":"unit_health","text":"Health"}, {"sid":"unit_attack","text":"Attack"}, {"sid":"unit_defence","text":"Defense"}, {"sid":"unit_damage","text":"Damage"}, {"sid":"unit_luck","text":"Luck"}, {"sid":"unit_moral","text":"Morale"}, {"sid":"unit_init","text":"Initiative"}, {"sid":"unit_speed","text":"Speed"}, {"sid":"unit_energy","text":"Focus"}, {"sid":"lich_dragon_ability_1_description_alt","text":"Restores {0}% of one unit’s maximum HP. This can revive fallen units and create more beyond their original amount. Revived and created units are temporary."}, {"sid":"alt_text_steal_mana_sp_with_base","text":"[ {0} + {1} per {2} units in the stack ]"}, {"sid":"magic_type_healing","text":"Recovery"}, {"sid":"day","text":"Daylight Magic"}, {"sid":"night","text":"Nightshade Magic"}, {"sid":"space","text":"Arcane Magic"}, {"sid":"primal","text":"Primal Magic"}, {"sid":"alt_text_healing_amount","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_healing_amount_no_spell","text":"{0}"}, {"sid":"alt_text_healing_amount_no_base","text":"[ {0} × hero’s Spell Power ]"}, {"sid":"alt_text_healing_percent_amount","text":"[ {0} + {1}% × hero’s Spell Power ]"}, {"sid":"alt_text_healing_percent_amount_alt","text":"[ {0} + {1}% × hero’s Spell Power ]"}, {"sid":"alt_text_healing_percent_amount_no_spell","text":"{0}%"}, {"sid":"alt_text_healing_percent_amount_no_base","text":"[ {0}% × hero’s Spell Power ]"}, {"sid":"alt_text_buff_duration","text":"[ {0} + {1} per every {2} hero’s Spell Power ]"}, {"sid":"alt_text_buff_duration_no_hero","text":"{0}"}, {"sid":"alt_text_damage_amount","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_damage_amount_no_spell","text":"{0}"}, {"sid":"alt_text_damage_amount_percent","text":"[ {0}% + {1}% × hero’s Spell Power ]"}, {"sid":"alt_text_trap_damage","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_trap_duration","text":"[ {0} + {1} per every {2} hero’s Spell Power ]"}, {"sid":"alt_text_trap_duration_no_hero","text":"{0}"}, {"sid":"alt_text_dot_damage_amount","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_dot_damage_amount_no_spell","text":"{0}"}, {"sid":"alt_text_dot_damage_amount_no_base","text":"[ {0} × hero’s Spell Power ]"}, {"sid":"alt_text_add_buff_duration_no_spell","text":"{0}"}, {"sid":"alt_text_add_buff_duration_one_spell","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_add_buff_duration","text":"[ {0} + {1} per every {2} hero’s Spell Power ]"}, {"sid":"alt_text_add_buff_duration_no_spell_2","text":"{0}"}, {"sid":"alt_text_add_buff_duration_one_spell_2","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_add_buff_duration_2","text":"[ {0} + {1} per every {2} hero’s Spell Power ]"}, {"sid":"alt_text_revenge_damage_amount","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_revenge_damage_amount_no_spell","text":"{0}"}, {"sid":"alt_text_revenge_damage_amount_no_base","text":"[ {0} × hero’s Spell Power ]"}, {"sid":"alt_text_copy_duration","text":"[ {0} + {1} per every {2} hero’s Spell Power ]"}, {"sid":"alt_text_const0_radius","text":"[ {0} × hero’s sight ]"}, {"sid":"alt_text_const1_radius","text":"[ {0} × hero’s sight ]"}, {"sid":"alt_text_const2_radius","text":"[ {0} × hero’s sight ]"}, {"sid":"alt_text_const3_radius","text":"[ {0} × hero’s sight ]"}, {"sid":"alt_text_constNum1_radius","text":"[ {0} × hero’s sight ]"}, {"sid":"alt_text_constNum2_radius","text":"[ {0} × hero’s sight ]"}, {"sid":"alt_text_constNum3_radius","text":"[ {0} × hero’s sight ]"}, {"sid":"alt_text_constNum4_radius","text":"[ {0} × hero’s sight ]"}, {"sid":"alt_text_summon_amount","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_summon_amount_per_spell","text":"[ {0} + {1} per every {2} hero’s Spell Power ]"}, {"sid":"alt_text_damage_amount_earths_rage_1","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_damage_amount_earths_rage_2","text":"[ {0} × hero’s Spell Power ]"}, {"sid":"alt_text_summon_hp","text":"[ {1} + {0} × hero’s Spell Power ]"}, {"sid":"alt_text_summon_dmg","text":"[ {1} + {0} × hero’s Spell Power ]"}, {"sid":"alt_text_buff_duration_doreaths_tide","text":"[ {0} + {1} per every {2} hero’s Spell Power ]"}, {"sid":"alt_text_buff_damage_naira_kiss","text":"[ {0} + {1} × hero’s Spell Power ]"}, {"sid":"alt_text_dot_damage_amount_level","text":"[ {0} + {1}% × (hero’s Level – 1) ]"}, {"sid":"description_need_1_level","text":"The hero must be at least level {0} to learn this spell"}, {"sid":"description_need_2_level","text":"The hero must be at least level {0} to learn this spell"}, {"sid":"description_need_3_level","text":"The hero must be at least level {0} to learn this spell"}, {"sid":"description_need_4_level","text":"The hero must be at least level {0} to learn this spell"}, {"sid":"description_need_5_level","text":"The hero must be at least level {0} to learn this spell"}, {"sid":"description_up_effect_no_sp","text":"Not affected by Spell Power."}, {"sid":"description_up_effect_no_sp_no_level","text":"Not affected by Spell Power and spell lvl."}, {"sid":"description_up_effect_1","text":"Level {0}:"}, {"sid":"description_up_effect_2","text":"Level {0}:"}, {"sid":"description_up_effect_3","text":"Level {0}:"}, {"sid":"description_up_effect_4","text":"Level {0}:"}, {"sid":"description_up_effect_5","text":"Level {0}:"}, {"sid":"description_up_effect_6","text":"Level {0}:"}, {"sid":"description_up_effect_mana_cost_0_1","text":"Base mana cost: {0} > {1}."}, {"sid":"description_up_effect_mana_cost_1_2","text":"Base mana cost: {0} > {1}."}, {"sid":"description_up_effect_mana_cost_2_3","text":"Base mana cost: {0} > {1}."}, {"sid":"description_up_effect_damage_0_1","text":"Base Damage: {0} > {1}."}, {"sid":"description_up_effect_damage_1_2","text":"Base Damage: {0} > {1}."}, {"sid":"description_up_effect_damage_2_3","text":"Base Damage: {0} > {1}."}, {"sid":"description_up_effect_damage_per_sp_0_1","text":"Damage per Spell Power: {0} > {1}."}, {"sid":"description_up_effect_damage_per_sp_1_2","text":"Damage per Spell Power: {0} > {1}."}, {"sid":"description_up_effect_damage_per_sp_2_3","text":"Damage per Spell Power: {0} > {1}."}, {"sid":"description_up_effect_damage_and_damage_per_sp_3_4","text":"Base Damage: {0} > {1}. Damage per Spell Power: {2} > {3}."}, {"sid":"description_up_effect_heal_per_sp_0_1","text":"HP per Spell Power: {0} > {1}."}, {"sid":"description_up_effect_heal_per_sp_1_2","text":"HP per Spell Power: {0} > {1}."}, {"sid":"description_up_effect_heal_per_sp_2_3","text":"HP per Spell Power: {0} > {1}."}, {"sid":"description_up_effect_heal_0_1","text":"Base Recovery: {0} > {1}."}, {"sid":"description_up_effect_heal_1_2","text":"Base Recovery: {0} > {1}."}, {"sid":"description_up_effect_heal_2_3","text":"Base Recovery: {0} > {1}."}, {"sid":"description_up_effect_duration_0_1","text":"Base effect duration: {0} > {1}."}, {"sid":"description_up_effect_duration_1_2","text":"Base effect duration: {0} > {1}."}, {"sid":"description_up_effect_duration_2_3","text":"Base effect duration: {0} > {1}."}, {"sid":"description_up_effect_daily_count_1","text":"Can be used +{0} time per day."}, {"sid":"description_up_effect_daily_count_2","text":"Can be used +{0} times per day."}, {"sid":"description_up_effect_movement_cost_0_1","text":"Movement point cost: {0} > {1}."}, {"sid":"description_up_effect_movement_cost_1_2","text":"Movement point cost: {0} > {1}."}, {"sid":"description_up_effect_movement_cost_2_3","text":"Movement point cost: {0} > {1}."}, {"sid":"description_up_effect_allies_adjacent","text":"Affects friendly creatures adjacent to the target."}, {"sid":"description_up_effect_allies_all","text":"Affects all friendly creatures."}, {"sid":"description_up_effect_enemies_adjacent","text":"Affects enemy creatures adjacent to the target."}, {"sid":"description_up_effect_enemies_all","text":"Affects all enemy creatures."}, {"sid":"description_up_effect_all_adjacent","text":"Affects all creatures adjacent to the target."}, {"sid":"description_up_effect_all_all","text":"Affects all creatures on the battlefield."}, {"sid":"description_neutral_magic","text":"To learn this spell, the hero must have learned any Magic School skill of the necessary level."}, {"sid":"description_no_cast_school","text":"You have already used a spell of this Magic School this round."}, {"sid":"description_no_cast_tier","text":"You have already used a spell of this tier this round."}, {"sid":"description_no_cast_hero_skill","text":"The hero lacks the required skill to use this spell."}, {"sid":"description_effect_fire_immunities","text":"Does not affect Phoenixes"}, {"sid":"description_effect_fire_immunities_no_dot","text":"Over Time effect do not affect Phoenixes"}, {"sid":"description_effect_ice_immunities","text":"Does not affect Naiads"}, {"sid":"description_effect_earth_immunities","text":"Does not affect Iriyads"}, {"sid":"description_effect_light_immunities","text":"Does not affect Qilins"}, {"sid":"description_effect_living_immunities","text":"Does not affect the Living"}, {"sid":"description_effect_living_immunities_only","text":"Affects only the Living"}, {"sid":"description_effect_magic_creature_immunities","text":"Does not affect Magic Creatures"}, {"sid":"description_effect_magic_creature_immunities_only","text":"Affects only Magic Creatures"}, {"sid":"description_effect_dragon_immunities","text":"Does not affect Dragons"}, {"sid":"description_effect_dragon_immunities_only","text":"Affects only Dragons"}, {"sid":"description_effect_demon_immunities","text":"Does not affect Hive Spawns"}, {"sid":"description_effect_demon_immunities_only","text":"Affects only Hive Spawns"}, {"sid":"description_effect_undead_immunities","text":"Does not affect the Undead"}, {"sid":"description_effect_undead_immunities_only","text":"Affects only Undead"}, {"sid":"description_effect_embodiment_immunities","text":"Does not affect Embodiments"}, {"sid":"description_effect_embodiment_immunities_only","text":"Affects only Embodiments"}, {"sid":"description_effect_construct_immunities","text":"Does not affect Constructs"}, {"sid":"description_effect_construct_immunities_only","text":"Affects only Constructs"}, {"sid":"description_effect_undead_dragon_embodiment_construct_immunities","text":"Does not affect Undead, Dragons, Embodiments, or Constructs"}, {"sid":"description_effect_undead_embodiment_construct_immunities","text":"Does not affect Undead, Embodiments, or Constructs"}, {"sid":"description_effect_undead_embodiment_construct_immunities_no_heal","text":"Healing does not affect Undead, Embodiments, or Constructs"}, {"sid":"description_effect_demon_undead_embodiment_construct_immunities","text":"Does not affect Hive Spawns, Undead, Embodiments, or Constructs"}, {"sid":"description_effect_magic_creature_undead_construct_immunities","text":"Does not affect Magic Creatures, Undead, or Constructs"}, {"sid":"description_effect_undead_embodiment_immunities","text":"Does not affect Undead or Embodiments"}, {"sid":"description_effect_undead_construct_immunities","text":"Does not affect Undead or Constructs"}, {"sid":"description_effect_dragon_embodiment_immunities","text":"Does not affect Dragons or Embodiments"}, {"sid":"description_effect_embodiment_construct_immunities","text":"Does not affect Embodiments or Constructs"}, ] }