Unit Abilities
123 unit abilities, grouped by what they do. Each links to the units that have it.
Offence 16
- AssassinThe unit can carry out assassinations.
- Berserk when blessedThe unit goes berserk when it is blessed.
- ClumsyGets only half the attack and defence bonuses its weapons would normally give.
- DarkvisionSees in the dark: the value is the share of the darkness penalty it ignores.
- Death curseThe unit lays a curse on those who slay it.
- Disease explosion on deathThe unit bursts in a disease explosion when it dies.
- Does-not-stop-to-fireHas a set percent chance to skip standing still to fire its ranged attack; horrors with ranged weapons have it.
- Lance okCan use lances even though it is neither mounted nor flying, as centaurs do.
- Mobile archerAn archer that can move while it fires.
- Mounted berserkMarks a mounted unit that goes berserk.
- Poison explosion on deathThe unit bursts in a poison explosion when it dies.
- Shock explosion on deathThe unit bursts in a shock explosion when it dies.
- Slime explosion on deathThe unit bursts in a slime explosion when it dies.
- SwallowThe unit can swallow enemies it tramples.
- TrampleRuns over smaller units, displacing them; those that fail a defence check take armour-piercing damage.
- True sightThe unit sees through illusions and concealment.
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
- Does not heal naturallyThe unit does not heal naturally over time.
- Heals afflictions when shapechangingHeals all afflictions and hit points when it changes from its second shape back to its first; the flag sits on the first shape.
- Horror markedThe unit is marked by a horror.
- RecuperationGradually cures the unit's battle afflictions, but not while it is suffering from old age.
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.