recursal/Fanatic-Fandom huggingface dataset:
Circish

Frenemone <--- | **Circish** | ---> Hacksess

**Name:** Circish

**Number:** #056

**Type(s):** Water | *N/A*

**Height:** 1' 00"

**Weight:** 28 lbs

**Skill:** Symbiotic

## Overview

**Circish** (#056) is a Water Meta Monster introduced in the first generation.

It does not undergo any form of metamorphosis.

## Biology

### Physiology

Circish are large white ray-finned fish with round heads and thin bodies. Their skin is white aside from two large red stripes on their bodies and their large red horizontal tailfins that resembles large clown shoes. Their mouths are wide smiles with large red lips, and their eyes are small and beady. Around their eyes are four small black lines in a "+" shape. Both their dorsal fin and pectoral fins are orange; on the former, the tallest fin ray is tipped with a small white puffball. Circish have external gills that resemble a blue bowtie.

### Behavior

Circish are happy-go-lucky creatures that never seem to lose their happy attitude. Their greatest desire seems to be to entertain others through impressive tricks and stunts. It seems that they believe humans to be the best audience because they have evolved the ability to store extra oxygen from the water in their large bowtie-shaped external gills, allowing them to venture onto land for extended periods of time (up to an hour) and seek out humans to perform for. They have a tendency to seek out the saddest humans they can find.

## Encyclopedia Entry

*Circish routinely venture onto land to entertain depressed humans by storing extra oxygen in their external bow tie-shaped gills.*

## Trivia

### Origin

Circish is based on a clownfish. Many of its design elements are based on actual clowns as well.

### Etymology

The name "Circish" is a combination of the words "circus" and "fish".
Illuminsect

Puplug <--- | **Illuminsect** | ---> Nunchi

**Name:** Illuminsect

**Number:** #022

**Type(s):** Bug | Electric

**Height:** 3'05"

**Weight:** 40 lbs

**Skill:** Blinding Light

## Overview

**Illuminsect** (#021) is a dual-type Bug/Electric Meta Monster introduced in the first generation.

It transforms from Gloworm starting at level 8 and then transforms from Puplug starting at level 14.

## Biology

### Physiology

Illuminsect are large flying insects. Their heads are light yellow in color. They have glowing mouths shaped like semicircles, two orange antennae that radiate electricit,y and two large eyes that are fused together in the middle by a thin strip. Most of their bodies are green, with four main segments, and they have four stubby orange legs. Their tails are connected to their bodies via three small bands. Like Gloworm and Puplug, Illuminsect have translucent, lightbulb-like tails; however, the tails of Illuminsect are longer and thinner.

### Behavior

After several weeks of pupating, Puplug finally break free of their cocoons as the now-winged Illuminsect, which are now fully capable of flight. Illuminsect are no longer fully nocturnal; they are now crepuscular, being awake usually around twilight. While awake, Illuminsect are highly social creatures that communicate by flashing their tails in certain patterns. While these patterns have not yet been deciphered, some scientists believe that they should count as a legitimate nonverbal language. Others believe that Illuminsect communicate more through general ideas rather than actual words. When threatened, Illuminsect will release a discharge of electricity from their antennae.

## Encyclopedia Entry

*The electrical shocks released by Illuminsect's antennae are powerful enough to paralyze the biggest of Meta Monsters.*

## Trivia

### Origin

Illuminsect is based on a firefly and a lightbulb.

### Etymology

The name "Illuminsect" is a combination of the words "illuminate" and "insect".
Popkin

Drippup <--- | **Popkin** | ---> Springourd

**Name:** Popkin

**Number:** #018

**Type(s):** Shadow | Plant

**Height:** 2'06"

**Weight:** 35 lbs

**Skill:** Vicious Cycle

## Overview

**Popkin** (#018) is a dual-type Shadow/Plant Meta Monster introduced in the first generation.

It transforms into Springourd starting at level 32.

## Biology

### Physiology

Popkin are shadowy black spirits with glowing, yellow, jagged mouths and glowing yellow eyes with several red rings in them surrounding their red pupils. Their arms are flexible wisps that taper into fingerless points, and they have long ear-like appendages flowing out from atop their heads. Popkin are usually seen inhabiting small orange pumpkins with carved faces that glow from within. Popkin also tend to wear the "lid" of their pumpkin dwellings as a hat, with their "ears" poking through holes in it.

### Behavior

Popkin are mischeivous ghouls that love nothing more than scaring unsuspecting passersby. Usually living on their own rather than in groups, Popkin will sit besides lonely forest paths or on the front porches of human houses at night, lying in wait. When a potential victim passes by, they will leap out of their pumpkin hiding places with a loud noise. It is unknown if Popkin gain any sort of nourishment from this, as they have never been seen eating; it appears that they may just do it for their own morbid amusement.

## Encyclopedia Entry

*Popkin are mischievous tricksters who love nothing more than jumping out of their pumpkins and scaring unwary travelers.*

## Trivia

### Basic Trivia

* Popkin is the first Shadow-type Meta Monster in the Encyclopedia.

### Origin

Popkin is based on both a jack-o'-lantern and a jack-in-the-box.

### Etymology

The name "Popkin" is a combination of the words "pop" and "pumpkin".
Wandergo

Neglectern <--- | **Wandergo** | ---> Tortelder

**Name:** Wandergo

**Number:** #037

**Type(s):** Ghost | Ice

**Height:** 4' 00"

**Weight:** 32 lbs

**Skill:** Sub-zero

## Overview

**Wandergo** (#037) is a dual-type Ghost/Ice Meta Monster introduced in the first generation.

It does not undergo any form of metamorphosis.

## Biology

### Physiology

Wandergo are 4-foot, egg-shaped creatures. They have mostly purple skin with semi-oval-shaped cream faces. Their perpetually closed eyes and small mouth are at the very bottom of their faces, giving them a large forehead with a yellow star on it. They have a band of brown skin that wraps around their head, giving their cream face the appearance of a mask. At the bottom of their bodies are two stubby legs with no discernible feet, and there are two yellow spots on their chests. Their arms are long, floppy, and fingerless, giving them the apperance of overside sleeves. On top of Wandergo's head are two small white antlers.

### Behavior

Although they may look spooky, Wandergo are generally incredible friendly creatures, although they are almost always crying. This is because they are very lonely creatures and constantly crave more and more companionship. Unfortunately for them, they involuntarily create raging snowstorms/blizzards wherever they go, causing all potential friends to flee. When Wandergo encounter another creature that does not immediately flee from the storms they create, they generally become extremely happy and shower said creature with sometimes excessive levels of affection.

## Encyclopedia Entry

*Despite their spooky appearance, Wandergo are just lonely creatures longing for friendship. Unfortunately, they create raging snowstorms wherever they go.*

## Trivia

### Basic Trivia

* Wandergo is the first Ice-type Meta Monster in the Encyclopedia.

### Origin

Wandergo is loosely based on an wendigo, an icy cannibalistic spirit from Algonquian folklore. It is also based on a child in a thick snowsuit.

### Etymology

The name "Wandergo" is a combination of the words "wander" and "wendigo".
Zen

**Zen**

1. Elementesist 3/12

deals damage to opposite card, and to all opposite card of
same mana.

2. Redlight 2/13

Attacks opposite and adjacent slots

3. Focus

every owner card dedicate 50% of their attack to heal the
focused creature.

4. Electric guard 3/19

deals 3 damage to creatures damaging opponent.

5. Dreamer 5/24

When in play spell are summoned one turn late but with cost
-2

6. Mimic 6/26

when in play, creatures are summoned one turn late with cost
-2 in a cocoon 0/13, and heal player with 3 life.

7. Spiral of light

3/19

each turn, heals 1,2,3,2,1 to self and 4 adjacent cards

deals 1,2,3,2,1 to 5 opposite creatures

8. Zen Fighter

5/21

When summoned increases owner highest power by 1. Zen
Fighter receives 50% damage from spells and abilities

**Дзен**

1. Элементист 3/12 – при атаке наносит такой же урон всем
существам той же стихии

2. Алоцвет 2/13 – при атаке наносит такой же урон соседям
противостоящего слота

3. Фокусировка – каждое дружественное существо
перенаправляет 50% от силы своей атаки на эквивалентное лечение цели

4. Электростраж 3/21 – наносит по 3 урона атакующим хозяина
существам

5. Мечтатель 6/24 – пока мечтатель жив, заклинания стоят на
2 меньше и активируются на ход позже каста

6. Мимик 6/26 - пока мимик жив, существа стоят на 2 меньше и
призываются на ход позже каста

7. Спираль света 3/19 – каждый ход лечит соответственно 1,2,3,2,1
себе и 4 соседям. Наносит 1,2,3,2,1 урона соответственно 5 противостоящим
существам

8. Дзен-воитель 5/21 – получает 50% урона от заклинаний и
способностей. При входе в игру повышает самую высокую силу на 1
Gloworm

Springourd <--- | **Gloworm** | ---> Puplug

**Name:** Gloworm

**Number:** #020

**Type(s):** Bug | Electric

**Height:** 1'01"

**Weight:** 15 lbs

**Skill:** Blinding Light

## Overview

**Gloworm** (#020) is a dual-type Bug/Electric Meta Monster introduced in the first generation.

It transforms into Puplug starting at level 8, which then transforms into Illuminsect starting at level 14.

## Biology

### Physiology

Gloworm are somwhat battery-shaped insects. Their heads are light yellow in color, aside from an orange spot around their closed eyes. Their thoraxes are green and cylindrical with four main segments. Their abdomens are translucent and possess short curly organs that generate electricity, making their abdomens resemble lightbulbs. Emerging from just behind their heads are two short antennae that radiate electricity.

### Behavior

Gloworm are slow-moving, herbivorous creatures that live mainly in trees, rarely venturing to the forest floor. They are nocturnal, emerging at night to feed on leaves and socialize. Because of this, they tend to live in large groups; a single group can cover several trees and consist of several dozen individuals. When they socialize, they hang upside down from tree branches by strands of silk and flash their lights to communicate.

## Encyclopedia Entry

*Gloworms tend to hang in large groups from tree branches using sticky threads. If you see lights in the trees at night in the forest, it's probably a group of Gloworms.*

## Trivia

### Basic Trivia

* Gloworm is both the first Bug-type and the first Electric-type in the Encyclopedia.

### Origin

Gloworm is based on a firefly larva and a lightbulb.

### Etymology

The name "Gloworm" is a combination of the words "glow" and "worm".
Hoodlith

Wawabinban <--- | **Hoodlith** | ---> Burlith

**Name:** Hoodlith

**Number:** #076

**Type(s):** Warrior | *N/A*

**Height:** 3'04"

**Weight:** 75 lbs

**Skill:** Workout

## Overview

**Hoodlith** (#076) is a Warrior Meta Monster introduced in the first generation.

It transforms into Burlith starting at level 22, which then transforms into Humilith starting at level 45.

## Biology

### Physiology

Hoodlith are humanoid creatures with yellow skin covering their entire bodies except for cream skin around their mouths. Their spherical heads have minimal facial features, just two large eyes and a mouth. On top of Hoodlith's head is a large growth that resembles an exaggerated pompadour hairstyle. Hoodlight has a thin white triangular marking on its chest, which is accompanied on either side by a flap of flesh resembling a lapel on a jacket. Hoodlith's hands have three fingers and a thumb, and its feet have no individual toes, instead resembling shoes.

### Behavior

Hoodlith are rowdy creatures with near-human intelligence, an intelligence they don't put to good use. Hoodlith tend to be cocky, egotistical, and most of all, against any form of authority they encounter. Hanging out in small groups of 3-5, Hoodlith spend most of their time loitering, perpetrating acts of petty theft and vandalism, and throwing sharp rocks at humans. Hoodlith have been known to specifically pick out the hardest, sharpest rocks they can find to throw.

## Encyclopedia Entry

*These Meta Monsters are bad to the bone and enjoy nothing more than causing a ruckus and throwing jagged rocks at passersby.*

## Trivia

### Basic Trivia

* Hoodlith is the first pure Warrior-type in the Encyclopedia.

### Origin

Hoodlith is based on a greaser. This is evidenced by its jacket lapels, cocky attitude, and stylized pompadour.

### Etymology

The name "Hoodlith" is a combination of the words "hoodlum" and "lith" (meaning "rock").
Duxic

Frillabong <--- | **Duxic** | ---> Platypike

**Name:** Duxic

**Number:** #004

**Type(s):** Water | *N/A*

**Height:** 1'10"

**Weight:** 48 lbs

**Skill:** Flash Flood

## Overview

**Duxic** (#004) is a Water Meta Monster introduced in the first generation.

It transforms into Platypike starting at level 18, which then transforms into Mightypus starting at level 38.

Along with Frilleaf and Okapyre, it is one of the three starting Meta Monsters of the land of Armonia at the beginning of *Meta Monsters*.

## Biology

### Physiology

Duxic is a small mammalian creature with a fat, egg-shaped body covered in blue fur, aside from a white wave-shaped patch on its stomach. Its face is light blue and has two beady black eyes and a wide yellow bill resembling a pair of lips. Its arms are stubby and end in three-clawed hands. Between its arms is a tuft of chest fur made of blue hairs with white tips. Duxic's legs are incredibly short and its feet are yellow and webbed. Duxic's tail is composed of translucent blue water and resembles a wave.

### Behavior

Duxic are probably some of the least intelligent Meta Monsters around. As far as scientists can tell, they are only intelligent enough to follow basic commands and hunt; no higher social functions have been discovered among Duxic populations. When Duxic swim, their watery tails somehow manage to remain separate from the surrounding water. How exactly this happens is unknown, but it is hypothesized that the water composing Duxic tails is denser than the surrounding water, similar to underwater brine lakes found deep in the ocean.

## Encyclopedia Entry

*Duxic tend to live in small groups near the water's edge. If they are away from water for too long, their watery tails will begin to dry up and disappear.*

## Trivia

### Basic Trivia

* Duxic is the heaviest of the three Armonia starters.

### Origin

Duxic is based on a duck-billed platypus, a species of semiaquatic, egg-laying mammal native to Australia.

### Etymology

The name "Duxic" is a combination of the words "duck" and "toxic".
Springourd

Popkin <--- | **Springourd** | ---> Gloworm

**Name:** Springourd

**Number:** #019

**Type(s):** Shadow | Plant

**Height:** 5'03"

**Weight:** 76 lbs

**Skill:** Vicious Cycle

## Overview

**Springourd** (#019) is a dual-type Shadow/Plant Meta Monster introduced in the first generation.

It transforms from Popkin starting at level 32.

## Biology

### Physiology

Like their predecessors, Springourd are large black spirit-like creatures with shadowy skin. Their heads are roughly trapezoidal in shape, with large sloping foreheads and faces located near the bottom of their heads. Their eyes are almond-shape and are angled downward; like Popkin, these eyes are yellow and have red rings surrounding their red pupils. Springourd have jagged glowing mouths and small pointed chins. Like Popkin, their long wispy arms taper into fingerless points. Their ear-like protrusions now have a glowing yellow opening that runs down the length of each, giving them a resemblance to rabbit ears. In addition, there are five glowing yellows spots on Springourd's chest. Springourd's pumpkin is smaller than Popkin's proportionate to its body. The pumpkin is shorter and wider and has begun to decay slightly.

### Behavior

Unlike the mischeivous-but-ultimately-harmless nature of Popkin, Springourd are ravenous ambush predators that use Popkin's jump scare tactics for deadly purposes. Springourd lie in wait in their pumpkins in isolated areas, allowing the glowing face of the pumpkin to lure in unwary prey. When the prey is close enough, Springourd leaps out, paralyzing its prey with fear. With the victim now immobile with terror, Springourd grabs them with its wispy arms and pulls them into its pumpkin lair regardless of the prey's size and devours it alive.

## Encyclopedia Entry

*Unlike their pre-evolved forms, Springourd have no qualms about physically harming those they scare. In fact, they have a habit of pulling fear-stricken prey into their pumpkin.*

## Trivia

### Origin

Springourd is based on both a jack-o'-lantern and a jack-in-the-box.

### Etymology

The name "Springourd" is a combination of the words "spring" and "gourd".
Burlith

Hoodlith <--- | **Burlith** | ---> Humilith

**Name:** Burlith

**Number:** #077

**Type(s):** Warrior | *N/A*

**Height:** 6'05"

**Weight:** 340 lbs

**Skill:** Workout

## Overview

**Burlith** (#076) is a Warrior Meta Monster introduced in the first generation.

It transforms from Hoodlith starting at level 22 and then transforms into Humilith starting at level 45.

## Biology

### Physiology

Burlith are humanoid creatures with yellow skin covering their entire bodies except for cream skin around their mouths. Their spherical heads have minimal facial features, just two large eyes and a mouth. On top of Burlith's head is a large growth that resembles an exaggerated pompadour hairstyle, although it is not as large as the one Hoodlith has. Burlith has numerous white markings on its body: five on each arm, one wrapping around each shoulder, and several on its chest resembling chest hair. Its hands end in four fingers and a thumb, and its feet have no toes, instead resembling shoes.

### Behavior

When they transform, Burlith become even less intelligent and more foolish. They are obsessed with strength and showing off their impressive muscles. Groups of them can be found in the woods, comparing the sizes of their arms and challenging each other to lift incredibly heavy objects. Their affinity for throwing rocks that they had as Hoodlith only grows when they transform; each Burlith seeks out the largest boulder they can lift and uses it as its preferred weapon of choice.

## Encyclopedia Entry

*Burlith are cocky, egotistical creatures who love to show off to each other by flexing their muscles and lifting the biggest rocks they can find.*

## Trivia

### Origin

Burlith is based on a stereotypical jock.

### Etymology

The name "Burlith" is a combination of the words "burly" and "lith" (meaning "rock").
Puplug

Gloworm <--- | **Puplug** | ---> Illuminsect

**Name:** Puplug

**Number:** #021

**Type(s):** Bug | Electric

**Height:** 2'04"

**Weight:** 25 lbs

**Skill:** Blinding Light

## Overview

**Puplug** (#021) is a dual-type Bug/Electric Meta Monster introduced in the first generation.

It transforms from Gloworm starting at level 8 and then transforms into Illuminsect starting at level 14.

## Biology

### Physiology

Puplug are chrysalis-like creatures. Their heads are light yellow in color. They have glowing mouths shaped like semicircles that line up with the division between the yellow and green parts of their shells. They also have two orange antennae that radiate electricity and two large eyes with large pupils. Most of their bodies are green, with five main segments, and they have two stubby orange arms. Their tails are connected to their bodies via three small bands. Like Gloworm, Puplug have translucent, lightbulb-like tails.

### Behavior

After a certain period of time, Gloworm spin a cocoon around themselves with their silk. Although they are pupating and therefore mostly immobile, the newly-transformed Puplug retain eyes so that they may watch for predators and continue to communicate with their fellow Puplug. Gloworm try to find a safe place in which to pupate, usually in a hollow hole in a tree. To compensate for their lack of mobility, Puplug will flash their tails in rapid and confusing patterns to disorient and frighten away predators.

## Encyclopedia Entry

*Because they are busy pupating, Puplug are rendered immobile until pupation is done. Tocompensate, they flash their lights brightly to scare predators.*

## Trivia

### Origin

Puplug is based on a firefly cocoon and a lightbulb.

### Etymology

The name "Puplug" is a combination of the words "pupa" (meaning cocoon) and "plug".
EN - SE översättningar

Snabblexikon på ingredienser på engelska

C

* Caraway seeds -> Kummin
* Celeriac -> Rotselleri
* Cinnamon -> Kanel
* Cinnamon stick -> Kanelstång
* Cloves -> Kryddnejlika
* Cumin -> Spiskummin

G

* Garlic -> Vitlök
* Garlic cloves -> Vitlöksklyftor
* Ginger -> Ingefära
* Green Beans -> Haricots Verts

L

* Leek -> Purjolök

O

* Onion -> Lök (Gullök)

P

* Paprika -> Paprikapulver

R

* Rapeseed oil -> Rapsolja

S

* Sunflower oil -> Solrosolja

T

* Thyme -> Timjan
* Tumeric -> Gurkmeja
Dark Priest

**Dark Priest**

Class special ability - restless soul: at the beginning of
the game creature with the same name 3/11 (if dies, reborns at the end of
opponent turn and gives 2 special mana to dark priest) appears on opponent
side.

1. Ghost 5/16 - if killed with spell or creature ability,
reborns and switches sides. When enters the game, heals to owner 1 life for
each his creature on the board.

2. Occultist 4/20 - when enters the game, summons shadow of
priest 3/20 (every turn heals 1 life to dark priest and all his creatures) in
opposite slot.

3. Black Mass - sacrifices target creature and deals 4X
damage to all enemy creatures (X - number of different elements to which enemy
creatures belong).

4. Energy vampire 3/23 - every turn gives to owner 1 mana
for each neighbour (element of mana = element of neighbour).

5. Black monk 4/25 - when receives damage, heals the same
amount of life to owner.

6. Betrayer 7/38 - can be summoned only on enemy creature
which dies. Every turn deals 4 damage to itself, to owner and neighbours.

7. Dark hydra 1/32 - when attacks, damages opponent and all
his creatures. After attack permanently increases its attack by 1 and heals X
life to owner (X = attack power).

8. Missionary 3/36 - when enters the game, weakest friendly
creature and weakest enemy creature of the same element lose half of current
health.

When owner summons elemental creature, turns it into heretic
6/20 (no special abilities).

When owner summons special creature, turns itself into black
angel 8/25 (when kills creature, completely heals itself).

**Темный жрец**

Классовая особенность – мятущаяся душа: в начале игры на
стороне оппонента появляется одноименное существо 3/11 (если оно убито, то
возрождается в конце хода оппонента и приносит темному священнику 2 спецманы).

1. Привидение 5/16 – если умирает от магии или способности существа,
возрождается и переходит на сторону другого игрока. При входе в игру лечит
хозяину 1 хп за каждое его существо на поле

2. Оккультист 4/20 – при входе в игру призывает в противостоящий слот тень
священника 3/20, которая каждый ход лечит темному священнику и его существам 1
жизни.

3. Черная месса – жертвует указанным существом и наносит существам противника
4X урона (X – кол-во разных стихий, которые представлены на поле существами
противника).

4. Энергетический вампир 3/23 – каждый ход приносит по 1 маны за каждого своего
соседа (стихия маны = стихии соседа).

5. Черный монах 4/25 – при получении урона лечит столько же жизни хозяину.

6. Изменник 7/38 – может быть призван только на вражеское существо, которое умирает.
Каждый ход наносит 4 урона себе, хозяину (т.е. противнику) и соседям.

7. Темная гидра 1/32 – Атакует всех врагов. При атаке повышает свою атаку на 1
и лечит хозяина на нанесенный урон.

8. Миссионер 3/36 – когда хозяин призывает стихийное существо, превращает его в
еретика 6/20 (цена 4, без особенностей). Когда хозяин призывает спецовое
существо, миссионер превращается в падшего ангела 8/25 (цена 7, при убийстве
существа полностью лечится). Когда миссионер призван, слабейшее существо
хозяина и слабейшее существо оппонента той же стихии теряют половину здоровья.
Fairy knight

**Fairy knight**

1. Lesovik 4/14 - blocks card of opposite creature, while
alive.

2. Kikimora 3/13 - when enters the game, summons vodyanoy
4/11 in random slot.

3. Rusalka 6/19 - when kills creature, opponent loses its
card.

4. Likho 6/21 - when dies, reduces hp of creature which
killed it to 10 (kills if it has less than 10 hp). If killed by spell or
ability, gives to owner 2 random power.

5. Sirin - 4/23 - halves attack of opposite creature and its
neighbours while alive.

6. Alkonost 6/31 - every turn blocks 6 random enemy cards.
Cannot block cards which have already been blocked previous turn

7. Firebird 8/32 - invulnerable while next to friendly fire
creature.

8. Zmey Gorynych 9/35 - when dies, reborns as two-headed
gorynych 6/25, then as one-headed gorynych 3/15. when any player uses fire
card, deals 6 damage to random enemy creature.

**Сказочный рыцарь**

1. Леший 4/14 - блокирует карту противостоящего существа,
пока жив.

2. Кикимора 3/13 - при входе в игру призывает в случайный
слот водяного 4/11

3. Русалка 6/19 - оппонент теряет карту убитого ею существа.

4. Лихо одноглазое 6/21 - когда умирает, сокращает здоровье
убившего его существа до 10. Если у него меньше 10 хп, оно умирает. Если убита
заклинанием или способностью существа, повышает случайную силу хозяина на 2.

5. Сирин 4/23 - пока жива, ополовинивает атаку
противостоящего существа и его соседей.

6. Алконост 6/31 - каждый блокирует 6 случайных карт
оппонента. Не может блокировать карты, заблокированные на прошлом ходу.

7. Жар-птица 8/32 - неуязвима, пока стоит рядом с огненным
существом.

8. Горыныч 9/35 - при гибели возрождается сначала в виде
двухголового горыныча 6/25, а потом в виде одноголового 3/15. Когда один из
игроков играет огненную карту, наносит случайному существу оппонента 6 урона.
Colours

**Colors**

Class special ability:

Each color has a minimal cost; when special card is
summoned, all special mana will be spent on it. Amount of mana affects
abilities of colors (X). Only one color of each type can be presented on the
board.

0. Discoloration — destroys selected owner's color, gives one additional
action.

4. Gold 0/35 — dies instead of creature killed on the left; this creature
reborns with 4X lives. After reborn attack of opponent's creatures permanently
increases by 1.

1. Amber X/21 — when killed, distributes 2X mana between two
highest owner's powers equally.

2. Violet X/29 — permanently reduces cost of owner's cards with cost 2X and
lower by 1. Damage dealt by enemy's spells is reduced by 3 while Violet stays
on the board.

2. Azure X/24 — while Azure stays on the board, owner's creatures with cost X,
X +1, X-1 receive no damage from spells and creatures' abilities but receive 4
damage each turn.

3. Silver X/33 – heals to owner's creatures X-1life each turn. Reduces growth
of Colors' power by 1 if X = 6 or more.

4. Emerald X/16 — reduces damage dealt to owner by X-3. Cost of all Color's
cards is increased by X while Emerald stays on the board.

4. Crimson X/34 — increases damage dealt to both players by creatures by X.

**Цвета**

Особенность класса. Каждый цвет имеет минимальную стоимость.
В него можно вложить количество спецманы, равное или больше минимальной
стоимости (спецсила, само собой, уйдёт вся, сколько бы вы ни хотели вложить).
На возможности Цветов влияет количество вложенной спецсилы. На поле не может
быть два одинаковых цвета за раз.

0. Серость. Уничтожает выбранный цвет хозяина. Даёт один
дополнительный ход.

4. Плоть Золота 0/35. Плоть Золота погибает вместо погибшего существа слева.
Спасенное существо возрождается с 4Х жизнями. После перерождения атака текущих
существ соперника повышается на 1.

1. Плоть Янтаря Х/21. Когда погибает, поровну распределяет 2Х вложенных единиц
Силы между двумя наибольшими Силами хозяина.

2. Плоть Сирени Х/29. Перманентно снижает стоимость всех карт хозяина
стоимостью 2Х и ниже на 1. Урон, наносимый заклинаниями хозяина противнику,
уменьшается на 3, пока Плоть Сирени на поле.

2. Плоть Лазури Х/24. Пока Плоть Лазури на поле, существа со стоимостью Х, Х+1,
Х-1 не получают урона от магии и получают 4 урона каждый ход.

3. Плоть Серебра Х/33. Лечит существ хозяина на X-1 единиц каждый ход.
Уменьшает прирост силы Цвета на 1, если вложено 6 или больше силы Цвета.

4. Плоть Изумруда Х/16. Плоть Изумруда уменьшает урон по хозяину на Х-3 единиц.
Стоимость всех карт Цвета повышается на Х, пока Плоть Изумруда в игре.

4. Плоть Пурпура Х/34. Повышает урон от существ по противнику на Х единиц.
Повышает урон от существ по хозяину на Х.
Chlorofrill

Frilleaf <--- | **Chlorofrill** | ---> Frillabong

**Name:** Chlorofrill

**Number:** #002

**Type(s):** Plant | Earth

**Height:** 3'04"

**Weight:** 95 lbs

**Skill:** Green Thumb

## Overview

**Chlorofrill** (#002) is a dual-type Plant/Earth Meta Monster introduced in the first generation.

It transforms from Frilleaf starting at level 18 and then transforms into Frillabong starting at level 38.

## Biology

### Physiology

Chlorofrill is a 3-foot reptilian creature with a body covered in green scales, aside from four orange bands on its tail and cream highlights on its lowerjaw, underbelly, and feet. Its head is thinner than that of its predecessor and has a longer snout. Its eyes are large and oval-shaped and have red irises. On top of its head is an orange tentacle that is perpetually curled up into a spiral shape until it chooses to unfurl it. The seed on its tail has sprout into three leaves, and it has a frill of ten similar leaves (two layers of five each) around its neck. Chlorofrill has three white dots on each arm and six orange dots in two columns of three on its belly.

### Behavior

Like their younger forms, Chlorofrill are fairly carefree creatures. They are generally thought of as silly and unintelligent by the general public due to their humorous way of walking, but they actually rather intelligent hunters more than capable of subduing prey. Unlike Frilleaf, Chlorofrill are capable of manipulating the tentacles on their heads with surprising prehensibility and dexterity. When hunting, they will sneak up on their prey and lash out at it with their tentacles, snaring them with a sticky adhesive that coats the appendage. Chlorofrill can generally be found in forests and in fields with tall grass.

## Encyclopedia Entry

*Chlorofrill capture their prey by unrolling the tentacle on their heads and lashing out at them, pulling them in with a sticky glue-like substance.*

## Trivia

### Basic Trivia

* Chlorofrill's habit of absorbing sunlight with its frills is loosely based on the once-popular belief that the frill-necked lizard's trademark frill was utilized in thermoregulation.
* Chlorofrill being part Plant-type is consistent with the real-life frilled lizard's habit of being mainly arboreal.

### Origin

Chlorofrill is based on a frill-necked lizard, a species of agamid lizard native to Australia. The appendage on its head is based on sundews, a genus of carnivorous plant distributed all over the world but mainly concentrated in Australia.

### Etymology

The name "Chlorofrill" is a combination of the words "chlorophyll" and "frill".
Faerie druid

**Faerie Druid**

Faerie Twins
Cost 1, 4/12
When summoned, heals its neighboring creatures 4 life. When dies, heals its
neighboring creatures 4 life

Faerie Fire
Cost 2, Spell
Deals 5 damage to all blocked enemy creatures, stuns all unblocked enemy
creatures.

Nightwing Butterfly
Cost 3, 4/18
Nightwing Butterfly lowers the attack of all enemy creatures by 1.

Faerie Ring
Cost 4, 2/20
Faerie Ring increases the growth of owner's Faerie mana by 1. Each time owner
uses a Faerie card, increase Faerie Ring's attack by 2.

Faerie Piper
Cost 5, 4/28
Faerie Piper heals its neighboring creatures 3 life each turn.

Butterfly Cloud
Cost 6, Spell
Summons a Butterfly Rabble in all owner's empty slots.
Butterfly Rabble
Cost 1, 2/10
When Butterfly Rabble dies it heals owner 4 life.

Unicorn
Cost 7, 7/34
Unicorn attacks in the turn summoned. Unicorn lowers the cost of all owner's
creatures by 1.

Faerie Dragon
Cost 8, 9/39
When summoned, Faerie Dragon heals all owner's creatures 20 life. Faerie Dragon
increases the attack of all other owner's creatures by 2 in the turn she is
summoned.

**Волшебный друид**

1. Феи-близнецы 4/12 – при входе в игру и при гибели лечат
соседям по 4 хп

2. Пламя фей – наносят 5 урона заблокированным вражеским
существам и оглушает незаблокированных

3. Ночное крыло 4/18 – снижает атаку всех вражеских существ
на 1

4. Кольцо фей 2/20 – повышает прирост спецманы на 1. Когда
хозяин использует спецкарту, атака кольца повышается на 2

5. Дудочник 4/28 – каждый ход лечит соседям 3 хп

6. Облако бабочек – призывает стаю бабочек 2/10 (при гибели
лечит хозяину 4 хп) в пустые слоты

7. Единорог 7/34 – атакует после призыва. Снижает стоимость
существ на 1

8. Волшебный дракон 9/39 – при входе в игру лечит
дружественным существам 20 хп и повышает их атаку на 2 на 1 ход
Takastilt

Sensesei <--- | **Takastilt** | ---> Skyscrabber

**Name:** Takastilt

**Number:** #051

**Type(s):** Water | *N/A*

**Height:** 5'09"

**Weight:** 65 lbs

**Skill:** Sidestep

## Overview

**Takastilt** (#051) is a Water Meta Monster introduced in the first generation.

It transforms into Skyscrabber starting at level 40.

## Biology

### Physiology

Takastilt is a nearly six-foot crustacean with a blue and purple exoskeleton. The top half of its football-shaped body is blue while its softer underbelly is purple. Takastilt has three large pointed ridges running across the top of its head, two spikes above where its forearms emerge, two spikes on its "nose", and four "fangs" (two larger ones and two smaller ones between them). Its underbelly is made of three segments, with the middle one opening to reveal its mouth. Takastilt's eyes are large and almond-shaped, with orange sclerae, yellow irises, and black pupils. Takastilt's forearms are purple and end in large blue claws, the arms themselves have two dark purple bands on them (halfway down the first part of the arm and halfway down the second part). This is similar with its incredibly long legs, which end in small blue feet that are composed of three progressively smaller segments.

### Behavior

Takastilt usually live deep in the depths of the ocean, far deeper than most creatures can survive, so their behavior was unknown until relatively recent times. Takastilt are still an enigma, as it is unknown how exactly they hunt due to being so high above the seafloor and their claws being too short to reach bottom-dwelling prey. It is hypothesized that Takastilt stand perfectly still and allow unsuspecting prey to climb their bodies as they blend in with the towering hydrothermal vents. If they are injured and a leg is torn off, it will be fully regrown within a week.

## Encyclopedia Entry

*Takastilt live deep in the depths of the dark ocean. far deeper than humans can survive. If one of their powerful legs is torn off, they can regrow it within a week.*

## Trivia

### Origin

Takastilt is based on an Japanese spider crab.

### Etymology

The name "Takastilt" is a combination of the words "takaashigani" (the Japanese name for the spider crab) and "stilt".
Smokapi

Okapyre <--- | **Smokapi** | ---> Giraferno

**Name:** Smokapi

**Number:** #008

**Type(s):** Fire | Metal

**Height:** 5'08"

**Weight:** 115 lbs

**Skill:** Inferno

## Overview

**Smokapi** (#008) is a dual-type Fire/Metal Meta Monster introduced in the first generation.

It transforms from Okapyre starting at level 18 and then transforms into Giraferno starting at level 38.

## Biology

### Physiology

Smokapi is a 5-foot mammalian creature with orange fur covering its body, aside from its gray muzzle and tail, the reddish-orange stripes on its legs, and the reddish-orange brick pattern on its neck. Smokapi is a quadrupedal animal with a long neck and a large head. Its eyes are large and oval-shaped and they have orange irises. Unlike its predecessor, Smokapi are usually seen with their eyes in a dull half-lidded expression. Its ears are long and droopy, and its match-like horns have become metallic smokestacks that release a thick black smog regularly. Smokapi's tail is similar in shape to a bellow used to keep a fire lit, and its hooves have a small flame in each one, making them resemble tiny fireplaces.

### Behavior

Since undergoing metamorphosis, Smokapi have undergone a drastic increase in personality. Whereas Okapyre are usually clumsy and unable to properly handle their abilities, Smokapi are smug and quiet creatures with an air of disdain about them at all times. They behave as though they consider everything "beneath them" and are often very stubborn when it comes to following commands, not doing so unless they feel they are properly compensated. While normally solitary creatures, they can communicate with each other over long distances using a complex series of smoke signals, lightening and darkening the smoke to create more complicated signals with their bellow-like tails.

## Encyclopedia Entry

*Smokapi communicate with each other over vast distances using smoke signals that they let out from their horns. Smokapi can darken or lighten their smoke with their bellow-like tails.*

## Trivia

### Basic Trivia

* Smokapi is the tallest of the Armonia starter second forms.
* Smokapi and its family are the only Armonia starters to not be based on an Australian animal.

### Origin

Smokapi is based on both an okapi, a species of hooved mammals native to the Democratic Republic of the Congo in Africa, and its closest living relative, the giraffe. Its fireplace-like feet, smokestack horns, bellow-like tail, and brick patterns on its neck indicate that it is also based on a chimney.

### Etymology

The name "Smokapi" is a combination of the words "smoke" and "okapi".
Frilleaf

*N/A* <--- | **Frilleaf** | ---> Chlorofrill

**Name:** Frilleaf

**Number:** #001

**Type(s):** Plant | *N/A*

**Height:** 1'08"

**Weight:** 35 lbs

**Skill:** Green Thumb

## Overview

**Frilleaf** (#001) is a Plant Meta Monster introduced in the first generation.

It transforms into Chlorofrill starting at level 18, which then transforms into Frillabong starting at level 38.

Along with Duxic and Okapyre, it is one of the three starting Meta Monsters of the land of Armonia at the beginning of *Meta Monsters*.

## Biology

### Physiology

Frilleaf is a small reptilian creature with a body covered in green scales, aside from four orange bands on its tail and cream highlights on its lowerjaw, underbelly, and feet. Its head is wide and frog-like with a short, rather blunt snout. Its eyes are large and oval-shaped and have red irises. On either side of its head is a dark green leaf and on top of its head is an orange tentacle that is perpetually curled up into a spiral shape. There is also an orange seed on the tip of Frilleaf's tail.

### Behavior

Frilleaf are generally very happy-go-luck Meta Monsters with very little cares. They are a bit naive and are a bit slow to registering danger, but when they do, they quickly open up the leaves on their head in order to look larger than they really are. If this does not work, they are capable of running at speeds of up to 25 miles per hour to escape predators. When not threatened, they also use these leaves to soak up the sun if they are low on energy. Frilleaf can generally be found in forests and in fields with tall grass.

## Encyclopedia Entry

*When Frilleaf is frightened, it opens up its leaves to scare away predators. Those same leaves can be used to soak up the sun's energy.*

## Trivia

### Basic Trivia

* Frilleaf's habit of absorbing sunlight with its frills is loosely based on the once-popular belief that the frill-necked lizard's trademark frill was utilized in thermoregulation.
* Frilleaf is the only one of the three Armonia starters to not be based on a mammal.
* Frilleaf is both the shortest and the lightest of the three Armonia starters.

### Origin

Frilleaf is based on a frill-necked lizard, a species of agamid lizard native to Australia.

### Etymology

The name "Frilleaf" is a combination of the words "frill" and "leaf".
Snowblood

**Snowblood**

1. Tracker 3/14 – next summoned creature gets
invulnerability for 1 turn, if tracker is alive

2. Bounty hunter 4/16 – when summoned, deals 2 damage to
opposite creature. When kills opposite creature, gives to owner 1/3 of its cost
in mana (round up)

3. Maiko 2/13 – decreases by 1 attack of all creatures. After
summon its card is replaced with death letter (cost 3, 0/3 – reduces damage
dealt to it to 1 and cannot be healed. When dies, deals 15 damage to opposite
creature)

4. Echo – instantly triggers for all friendly creatures «each
turn» effects

5. Kojiro 5/27 – can be summoned only on another creature. Attacks
when summoned. Every turn deals 2 damage to opposite creature and its neghbours

6. War guide 5/28 – next summoned creature will deal to all
enemy creatures damage equal to its attack. When friendly special creature is
summoned, heals 1 hp to all friendly special creatures and their neighbors

7. Janus 6/25 – abilities need clarification…

8. Amaterasu 7/30 – when owner summons creature of element:

- fire – Amaterasu deals 4 damage to opposite creature

- water – increases lowest power by 1

- air – deals 2 damage to opponent

- earth – heals 2 hp to owner

**Снежная кровь**

1. Ищейка 3/14 – если ищейка жива, то следующее призванное
существо получает неуязвимость на 1 ход

2. Охотник за головами 4/16 – при входе в игру наносит 2
урона противостоящему существу. Когда убивает существо, приносит хозяину 1/3 от
его стоимости в мане (округление вверх)

3. Мэйко 2/13 – пока жива, снижает на 1 атаку всех существ. После
призыва мэйко ее карта заменяется «письмом смерти» (стоимость 3, 0/3 –
сокращает весь получаемый урон до 1, не лечится. При гибели наносит 15 урона
противостоящему существу)

4. Эхо – у всех существ хозяина немедленно срабатывают
эффекты класса «каждый ход…» и «при входе в игру»

5. Коджиро 5/27 – призывается только на другое существо. Атакует
после призыва. Каждый ход наносит по 2 урона противостоящему существу и его
соседям

6. Проводник битвы 5/28 – следующее призванное существо
нанесет всем вражеским существам урон, равный своей атаке. При призыве
спецсущества лечит на 1 все дружественные спецсущества и их соседей

7. Янус 6/25 - ????

8. Аматерацу 7/30 – когда хозяин призывает стихийное
существо, то:

- если огонь – наносит 4 урона противостоящему существу

- вода – повышает на 1 самую низкую силу

- воздух – наносит противнику 2 урона

- земля – лечит 2 хп хозяину
Shaman

**Shaman**

Class special ability - spirit of ancestors: at the
beginning of the game ghost wolf 2/18 (cost 2, no special ability) appears in
slot next to the most right.

If wolf dies, card 1/2 will be replaced with wolf summonning
(similiar to tamed griffin in campaign)

1. Unappeasable hunger –  wolf receives +X attack (X -
attack of target creature) for 1 turn.

2. Spirit of rage 2/10 – when enters the game, permanently
increases attack of neighbours by 1.

3. Power of full moon – permanently decreases damage dealt
to wolf by 1 and heals 8 life to his neighbours and owner.

4. Phantom fury - Deals 8 damage to all enemy creatures and
permanently increases wolf attack by 1 for each creature died this turn.

5. Spirit-protector 4/23 – while protector remains in the
game, all damage received by owner will be decreased by 2, and enemy spells
will heal wolf instead of damaging.

6. Spirit-hunter 6/34 – while hunter remains in the game,
wolf gets +2 attack and heals himself on the dealt damage when attacks.

7. Wolf shadow 4/45 – all cards which affect wolf affect
wolf shadow as well. When enters the game, its neighbours attack immediately.

8. Phantom mate 5/29 – when enters the game, permanently
decreases cost of wolf cards by 1 and deals 8 damage to opponent. Every turn
wolf additionally attacks slot opposite to mate.

**Шаман**

Классовая особенность – дух предков: в начале игры в
случайном слоте появляется призрачный волк 2/18 (стоимость 2, особенностей
нет).

Если волк умирает, карта 1 или 2 заменяется картой призыва волка в игру (как с
прирученным грифоном в кампании)

1. Неутолимый голод –  на 1 ход дает волку +X к атаке (X – атака
указанного существа)

2. Дух ярости 2/10 – при входе в игру навсегда повышает атаку соседей на 1.

3. Сила полнолуния – лечит соседям волка и хозяину 8 хп и навсегда снижает
получаемый волком урон на 1.

4. Призрачная ярость – наносит вражеским существам по 7 урона и навсегда
повышает атаку волка на 1 за каждое погибшее на этом ходу вражеское существо.

5. Дух-защитник 4/20 – пока он на поле, весь получаемый хозяином урон снижается
на 2, а вражеские заклинания вместо нанесения урона лечат волка.

6. Дух-охотник 6/34 – пока он на поле, волк получает +2 к атаке и лечится на нанесенный
урон при атаке.

7. Волчья тень 4/45 – эффекты всех карт, действующих на волка, распространяются
и на волчью тень. При входе в игру соседи волчьей тени проводят внеочередную
атаку.

8. Призрачный помощник 5/29 – при входе в игру перманентно снижает стоимость
спецкарт на 1 и наносит противнику 8 урона. Каждый ход волк дополнительно
атакует слот напротив помощника.
List of classes

Here you can find list of classes which are used in the mod:

Список классов, включенных в мод:

Antimancer - Антимаг

Dark Priest - Темный жрец

Dreamweaver - Ткач снов

Entomologist - Энтомолог

Fairy knight - Сказочный рыцарь

Kinetician - Кинетик

Mountain King - Горный король

Shaman - Шаман

Soulbinder - Ловец душ

Vampires - Вампиры

Dudes - Перцы

Junk - Мусорщик

Snowblood - Снежная кровь

Zen - Дзен

Colours - Цвета

Darksider - Темный странник

Elementalist - Элементалист

Faerie druid - Волшебный друид

High Priest - Верховный жрец

Keeper of Limbo - Хранитель чистилища

Seasons - Времена года

Soul reaper - Жнец душ

Sower - Сеятель

Wind - Ветер

Disciples - Ученики

Warp - Искажение
Okapyre

Mightypus <--- | **Okapyre** | ---> Smokapi

**Name:** Okapyre

**Number:** #007

**Type(s):** Fire | *N/A*

**Height:** 2'05"

**Weight:** 45 lbs

**Skill:** Inferno

## Overview

**Okapyre** (#007) is a Fire Meta Monster introduced in the first generation.

It transforms into Smokapi starting at level 18, which then transforms into Giraferno starting at level 38.

Along with Frilleaf and Duxic, it is one of the three starting Meta Monsters of the land of Armonia at the beginning of *Meta Monsters*.

## Biology

### Physiology

Okapyre is a 2-foot mammalian creature with orange fur covering its body, aside from its gray muzzle and tail and the reddish-orange stripes on its legs. Okapyre is a quadrupedal animal with a long neck and a large head. Its eyes are large and oval-shaped and they have orange irises. It has medium-sized drooping ears and small match-like horns emerging from its scalp. Its legs have large round knees and large gray hooves. There is a small flame on the tip of its tail.

### Behavior

Okapyre are adorable but clumsy creatures. It takes them quite a bit of time for them to get used to the most basic of actions, so they tend to have trouble walking for several days after they're born. Because of their clumsy nature, Okapyre will often accidentally start fires that they don't mean to, usually by sneezing. Okapyre have been known to eat charcoal and have been seen excreting a foul-smelling, tar-like substance from their hooves when threatened.

## Encyclopedia Entry

*Although they are very eager creatures, Okapyre are often clumsy with their fiery abilities and tend to accidentally start fires they don't mean to.*

## Trivia

### Basic Trivia

* Okapyre is the tallest of the three Armonia starters.
* Okapyre and its family are the only Armonia starters to not be based on an Australian animal.

### Origin

Okapyre is based on an okapi, a species of hooved mammals native to the Democratic Republic of the Congo in Africa.

### Etymology

The name "Okapyre" is a combination of the words "okapi" and "pyre".