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Unit Abilities

123 unit abilities, grouped by what they do. Each links to the units that have it.

Offence 16

Defence 20

  • Blunt resistantTakes half damage from blunt weapons.
  • Decay resistantImmune to decay.
  • Dominion immortalityThe unit is immortal while it stands inside its own god's dominion.
  • EtherealVery hard to hit with non-magical weapons, and able to pass through the walls of a fort that is being stormed.
  • Hp overflowMarks a unit whose hit points can exceed the usual maximum.
  • Ignores drain scalesThe unit is not affected by the drain scale.
  • ImmortalThe unit does not die permanently and returns after being slain in battle.
  • InvisibleCannot be seen without spirit sight; in melee, attackers who cannot see it suffer an attack penalty.
  • No bardingThe unit's mount cannot wear barding.
  • No fall damageA rider who takes no damage when falling off his mount, as chariot drivers do.
  • Petrifies attackersThose who attack the unit can be turned to stone.
  • Pierce resistantTakes half damage from piercing weapons.
  • Polymorph immunityThe unit cannot be polymorphed.
  • Resist coldTakes less damage from cold by the value shown; a negative value means it takes more.
  • Resist fireTakes less damage from fire by the value shown; a negative value means it takes more.
  • Resist poisonTakes less damage from poison by the value shown; a negative value means it takes more.
  • Resist shockTakes less damage from shock by the value shown; a negative value means it takes more.
  • Slash resistantTakes half damage from slashing weapons.
  • SpiritformA spirit-like being: immune to transformation spells such as polymorph, and to disease and affliction healing.
  • Stun immunityThe unit cannot be stunned.

Movement 19

  • AmphibiousMoves and fights under water as well as on land.
  • AquaticLives in the sea and cannot leave the water.
  • Cannot cross riverThe unit cannot cross rivers.
  • Flies in stormsThe unit can keep flying during storms.
  • FloatingFloats above the ground: crosses rivers and is immune to earthquakes and other effects that only hit ground-bound units.
  • FlyingThe unit flies, so it can cross terrain that blocks walkers.
  • ImmobileCannot move on the battlefield; movement on the campaign map is a separate value, so an immobile unit is not automatically stuck on the map.
  • MountedA legacy marker for units whose rider and mount share one set of stats; it adds a defence bonus and lowers encumbrance.
  • No move penalty for armorThe unit suffers no movement penalty from the armour it wears.
  • No throw offA mount that does not throw its rider when it routs or is paralysed, as with elephants.
  • Not teleportableThe unit cannot be teleported.
  • Poor amphibianCan enter the sea, but is hampered while it fights under water.
  • Regain mountMarks a unit that can get its mount back after losing it.
  • Scale wallsLets an assassin, seducer or corruptor work into or out of a besieged fort as if the walls were not there.
  • Snow moveThe unit moves through snow without the usual penalty.
  • StealthyCan move on the map unseen by enemies; the value is its stealth rating.
  • Stops upon reaching throneAn independent unit that stops moving once it reaches a throne.
  • SwimmingCan cross rivers without the usual penalty.
  • TeleporterTeleports: moves instantly in battle, and ignores terrain restrictions and the Sea of Ice spell.

Magic 15

  • Chorus masterCounts as a chorus master automatically, without casting Communion Master to join a chorus.
  • Chorus slaveCounts as a chorus slave automatically, without casting Communion Slave to join a chorus.
  • Combat casterThe unit casts spells in battle.
  • Communion slaveThe unit is a communion slave.
  • Counts as sunCounts as the sun being present in its province, which lets sun-dependent spells be cast there.
  • GlamourCannot be discovered by scouts and fights with a mirror image protecting it; undetectable in friendly provinces.
  • Magically attuned researcherGains a research bonus that depends on the magic scale of the province it is in.
  • Reanimator priestA priest that can reanimate the dead.
  • Spell singerTakes 50% longer to cast spells but pays only half the fatigue.
  • Spirit sightSees invisible units and suffers no darkness penalties.
  • Spreads chaosThe unit spreads the chaos scale in the province it occupies.
  • Spreads deathThe unit spreads the death scale in the province it occupies.
  • Spreads growthThe unit spreads the growth scale in the province it occupies.
  • Spreads orderThe unit spreads the order scale in the province it occupies.
  • Use own bloodCarried by two units; the Inspector lists it as "use own blood", and neither manual says what it does.

Morale 3

  • StupidThe unit is stupid.
  • UndisciplinedCannot be given battle orders; deploys only in skirmish formation and attacks without regard to any plan.
  • Very stupidThe unit is very stupid.

Terrain 6

  • Cold bloodedCold-blooded like the lizardmen of C'tis, who the manual says tire very quickly when fighting in cold provinces.
  • Forest survivalCrosses forest provinces without the movement penalty other units suffer there.
  • Mountain survivalCrosses mountain provinces without the movement penalty other units suffer there.
  • Need not eatThe unit does not need to eat.
  • Swamp survivalCrosses swamp provinces without the movement penalty other units suffer there.
  • Wasteland survivalCrosses wasteland provinces without the movement penalty other units suffer there.

Affliction 4

Unique 40

  • AbolethMarks the unit as an aboleth.
  • AdventurerMarks the unit as an adventurer.
  • Ai single recruitMarks a unit that AI players recruit only singly.
  • AnimalAn animal: eats half as much as a humanoid of its size, is led by ordinary commanders, and is affected by Animal Awe and by beast masters.
  • AutoblessedThe unit is blessed without needing a blessing given to it.
  • BirdMarks the unit as a bird.
  • BugBelongs to the pool of creatures that the Swarm spell summons on land.
  • Cub-motherMarks the unit as a cub-mother.
  • DefilerMarks the unit as a defiler.
  • DemonA demon: needs undead leadership, is immune to disease, and can be banished.
  • Divine beingWorks like a pretender god without being the pretender: stats follow dominion, it cannot become a prophet, and it has no upkeep.
  • Divinely inspiredA divinely inspired researcher: only as many count per province as the dominion strength there, and the rest add no research.
  • DrakeA drake, and so affected by the Dragon Master ability.
  • Dungeon monsterCan appear as a monster met in dungeons.
  • FemaleImmune to being charmed by the Succubus; commanders with this flag get feminine names.
  • Home province capitalCarried by one unit; the Inspector lists it as a home-province capital flag, and neither manual says what it does.
  • IllusionAn illusion: like spiritform, but illusion magic still affects it even when it is mindless.
  • InanimateAn inanimate being such as a golem: immune to some spells, and ordinary regeneration does not work on it.
  • InquisitorIts holy magic level counts double when preaching against enemy dominion; it must also be sacred.
  • LevyFights only one battle and then leaves service; it counts as having fought only if it kills someone or is wounded.
  • Magic beingA magic being: it needs a mage to lead it and routs if left without magical leadership.
  • MasonLets the nation build a fortress one step further than it normally could.
  • Mount is commanderThe mount is a commander as well as its rider; used for the divine mounts of some gods.
  • Must fight in arenaThe unit must fight in the arena.
  • No wishMarks a unit that cannot be obtained by a wish.
  • No-hall-of-fameThe unit does not enter the hall of fame.
  • Part undead/demonNeeds undead leadership to be led, even though it is neither an undead nor a demon.
  • Population spyThe unit spies on the population of provinces.
  • Requires labMarks a unit that can only be recruited in a province that has a laboratory.
  • Requires templeMarks a unit that can only be recruited in a province that has a temple.
  • SacredMarks the unit as sacred, so it can receive blessings and favour of its nation's god.
  • SlaveUntrained fodder with low morale that routs easily and does better when led by a taskmaster.
  • SpyThe unit can spy on enemy provinces.
  • Stone beingA stone being, immune to petrification.
  • Tight reinNegates the undisciplined trait of the units its commander leads, so they can use other formations and take orders.
  • UndeadAn undead: needs undead leadership, can be banished, and is immune to disease and affliction healing.
  • Underwater bugBelongs to the pool of creatures that the Swarm spell summons underwater.
  • UniqueMarks a unit as unique, so only one of it can exist in a game at a time.
  • UnseenInvisible until it is hit, after which it is revealed.
  • WolfMarks the unit as a wolf.