Special Abilities

## Acid Blood

Anyone damaging this unit in melee will take acid damage proportional to the damage done. A value of 100 means that the acid damage will be a die with a maximum value equal to the damage done.

## Acid Resistance

Resistance to acid damage. A value of 100 or more means that the unit is totally immune to acid damage.

## Afraid

A unit that is afraid will miss one out of every five attacks.

## Air Shield

The shield of air can deflect standard missle attacks like arrows and javelins, but it will not affect spells or siege engine missles. The value of the air shield is the chance of blowing away an incoming projectile so that it misses its target.

## Amphibian

Amphibian units can be underwater without drowning.

## Army Trainer

Every unit in the same army receives +1 experience point per month. (icon: sword diagonally over a red standard)

## Asleep

The unit has a 5 percent chance to wake up each combat round. The sleeping unit will also wake up if it is hit and damaged. (icon: a blue pentagram circumscribed within a circle)

## Awe

Awe (+x) means enemy units attacking this unit in melee must pass a morale check (with a penalty of x) in order to successfully land an attack. Awe does not affect large area attacks.

## Bad Sight

20% chance to miss each attack. (icon: open blue eye with white pupil)

## Banishable

All demons and undead beings can be affected by banishment while they are away from their home plane. Most banished units will return to their home plane when they are banished, but some lesser undead will be destroyed instead.

## Battle Afflictions

Battle afflictions are permanent injuries and disabilities that the unit has suffered as a result of being wounded in combat. (icon: a broken heart.)

## Battle Fast

This unit is fast in combat, but moves as normal speed on the world map.

## Berserker

A unit with the berserker ability will go berserk if it is hit in combat. Going berserk grants a +1 strength bonus, a +10 morale bonus and the ability to continue fighting event with negative Hit Points. Negative Hit Points cannot exceed 20% of the normal maximum number of Hit Points. (icon: berserking warrior)

## Blessed

Blessed units will receive the following bonus. Blessings will get more powerful as the priests gain favor with their gods.

## Blood Vengeance

Any enemy damaging this unit must succeed in a MR check or suffer the damage himself while the target is unharmed. The bonus (+x) is the penalty to the MR check. (icon: man bleeding from his side)

## Blunt Resistance

A unit with blunt resistance only takes half damage from blunt weapons.

## Cannot Pass Rivers

This unit will take damage if trying to pass a river, even if using a sturdy bridge. (icon: bridge with red x)

## Causes Dread

The unit strikes dread into the hearts of enemies. Any enemy within 2 squares must pass a morale check vs 1d8 fear damage every combat round or flee. (icon: screaming face)

## Causes Fear

All adjacent enemies must make a morale check every combat round or flee. Units that just succeed with the check will become afraid and receive an attack penalty in combat. Units that have fled from the battlefield will return if their side won the battle. If their side lost, they are gone.

## Causes Terror

The unit strikes terror into the hearts of enemies. Any enemy within 3 squares must pass a morale check vs 1d9 fear damage every combat round or flee. (icon: screaming face)

## Charm Immunity

A unit with charm Immunity has no feelings and cannot be affected by charm or enslavement spells.

## Cold Aura

Any enemy attacking this unit in melee will suffer some armor negating cold damage unless immune to cold damage. (icon: swirling snow)

## Cold Blooded

This unit gets -1 strength in snowy locations.

## Cold Heal

This unit will regain Hit Points every month located in a cold place.

## Cold Resistance

Resistance to cold damage. A value of 100 or more means that the unit is totally immune to cold damage.

## Cold Vulnerability

Double damage from cold. (icon: icicles under a red X)

## Combat Burrowing

This unit will travel underground and reappear anywhere on the battle ground. Smaller units at that location will be displaced when the unit emerges. The value of this ability indicates the damage value applied to displaced units.

## Combat Caster

Units with this ability cast their spells quickly and have a doubled chance of being able to cast spells when engaged in melee combat.

## Combustion Aura

All units within X squares will catch fire.

## Confused

Confused units do nothing (50% chance) or switch sides (10% chance) or move in a random direction instead of advancing (75%). (icon: pale green pentagram)

## Constant Mirror Images

Always has this amount of Mirror Images at the start of any battle.

## Corpse Eater

This monster can reproduce quickly by devouring corpses. X is the chance of devouring a corpse each month. (icon: ribcage and bone)

## Cursed

A cursed unit has a greatly increased chance of receiving battle afflictions.

## Decay

Decay Units suffering from decay take 1 point of damage per combat round until they die. Decay can usually not be survived, but after the battle has ended the effect will run out eventually and some extraordinarily tough creature might be able to survive it. (icon: hourglass)

## Deep Sleeper

This unit is almost impossible to wake up from its sleep. Any damage below this amount in a single strike might fail to wake up the sleeping unit.

## Desert Move

The cost of entering a desert square is reduced by one for units with desert move.

## Desert Stealth

This unit is stealthy while in a desert or gem deposit. A stealthy unit can only be seen by a unit that has the Acute Senses or Spirit Sight ability. Stealth has no effect in combat, only on the world map. If an enemy enters the same square as the stealthy unit, there will be combat. (icon: sneaking man behind a camel)

## Disease Aura

Any enemy attacking this unit in melee will be Diseased unless it succeeds with a magic resistance check or is undead. (icon: vomiting face)

## Diseased

A diseased unit has lowered strength and will take damage every month until it dies. Regenerating units do not take monthly damage, but have their regenerative power halved instead.

## Displaced

The displaced unit seems to be at a slightly different location than it really is. The effect is greater the further away the onlooker is. The effect provides great protection from ranged attacks, especially if the attacker is really far back, but only slight protection aginast melee attacks. It offers no protection from large area attacks or mental attacks. (icon: blue pentagram)

## Earth Grip

Earth gripped units are immobilized until they pass a strength check vs 2d6. Passing a strength check vs 1d5+7 will have the unit break free and attack in the same round. (icon: brown pentagram)

## Enables Recruitment

Owning this unit will result in recruitment opportunities from additional troop types.

## Entanglement

Entangled units are immobilized until they pass a strength check vs 1d8. Passing a strength check vs 1d5+5 will have the unit break free and attack in the same round. (icon: green pentagram)

## Ethereal

An ethereal unit is very difficult to damage with non-magical attacks. Non-magical attacks have a 75% chance or just passing though the ethereal target, doing no damage at all.

## Exhausted

Exhausted units get -1 to Strength and have a chance of not moving. An exhausted unit that attacks has a 50% chance of taking 1 point of damage. Exhaustion disappears after the battle.

## Expendable Goblin

Goblins are considered stupid and gullible by most trolls. This might not be accurate, but they would probably still arrive in numbers if invited to a great feast in the Troll King's Pit. In a tribe of goblins there might be a few smart ones that would avoid such a feast.

## Expendable Kobold

While most generals would consider all kobolds expendable, this one is particularly weak and would probably be one of those eaten should his shaman try to call a true dragon. (icon: red kobold)

## False Life

Gives life to a lifeless creature and removes any never heals disability.

## Fast

Fast units has four action points per month and will move twice as fast as normal units in combat.

## Fast Heal

The unit will be fully recovered from any non-fatal damage in at most two months and will heal battle afflictions over several months. (icon: snake wrapped around a staff)

## Fire Shield

Any enemy attacking this unit in melee will take some fire damage. They may also be set on fire, suffering more fire damage every turn until the fire goes out. Units with Fire Aura (6) or greater will automatically set forest and jungle squares on fire upon entering them. (icon: flaming silhouette of a man)

## Fire Explosion on Death

When this unit dies it will explode in a ball of fire. The fire will hit everyone around the unit, both friends and enemies. (icon: broken fiery snowflake)

## Fire Resistance

Resistance to fire damage. A value of 100 or more means that the unit is totally immune to fire damage.

## Fire Vulnerability

A unit with fire vulnerability takes extra damage from fire and if it is set on fire, it will burn for longer.

## Floating

Floating units can enter any terrain at the cost of only one AP except for mountains, which cost two AP. Floating units will not get fatigued.

## Flying

Flying units can enter any normal terrain at the cost of only one action point. Cloud forests and some rare magic terrains cost 2 action points. Flying units will get fatigued if they cannot land. A unit that is fatigued at the start of it's turn will land at the end of its turn (possibly drowning if over a sea tile). In combat, flying units move 3 squares every round until they land and fight.

## Forest Stealth

The unit is stealthy while in a forest or jungle. A stealthy unit can only be seen by a unit that has the Acute Senses or Spirit Sight ability. Stealth has no effect in combat, only on the world map. If an enemy enters the same square as the stealthy unit, there will be combat.

## Frost Shield

Any enemy attacking this unit in melee will take some cold damage. Armor offers no protection against this damage.

## Giant Sized

A giant sized unit gets less penalty when moving in rough terrain. The cost of entering a square is reduced by one, but down to a minimum of one action point.

## Gold Bonus

Owning this unit results in some extra gold income.

## Hades Immunity

Immunity to the damaging effect of being on the plane of Hades.

## Hates Other Beings

This special property specifies a type of unit e.g. Hates water units. This unit might try to kill a few of the units it hates even if they are allies. If this occurs, you will be presented with a message saying e.g. A Lesser Water got killed by an angry Fire Giant.

## Ice Armor

Ice Armor (x) means this unit gains x armor as long as it is located in a cold place.

## Immortal

Am immortal unit will reform in it's home when it is killed, but this will not work if it is killed on another plane or if it's home is controlled by the enemy. Reforming can take a few months, during which time it cannot act. Immortal units heal battle afflictions at the rate of roughly one affliction every two months. The Sky and Agarth are close to Elysium and will count as being on the Elysium plane regarding immortality. (icon: phoenix rising from a pyre)

## Insanity

Insanity (x) means this commander has x% chance of refusing to follow orders on any given turn. Certain types of actions and spells inflict insanity. (icon: gray bearded face)

## Invisible

Invisible units can only be seen by an enemy that has the Spirit Sight ability. Invisibility has no effect in combat, only on the world map. If an enemy enters the same square as the Invisible unit, there will be combat.

## Invulnerable

Invulnerable units are immune to blunt, piercing and slashing damage, both normal and magical. (icon: a suit of armor)

## Large Shield

A large shield reduces the damage of incoming attacks by 0-2. Large shields are extra effective vs ranged weapons and will reduce damage from bows, slings and similar weapons by 0-4.

## Library Mastery

This unit can enhance its spell casting abilities if it studies at a library of higher level than his own.

## Lifeless

It is not possible to drain life from lifeless beings. Lifeless beings are also immune to certain type of spells.

## Local Leadership

Grants a morale bonus to all friendly units within two squares. Stacks with the bonus from Leadership.

## Leadership

Grants a morale bonus to all units lead by this commander on the battlefield.

## Luck

50% chance of not taking any damage
from an attack. (icon: four-leaf clover)

## Magic Shield

A magic shield reduces the damage of incoming attacks by 0-3. Magic shields are extra effective vs ranged weapons and will reduce damage from bows, slings and similar weapons by 0-6.

## Mindless

Mindless beings are immune to certain mind affecting spells and will never flee due to fear.

## Mirror Cloaking (x)

This ability will cloak a number of units, making them look like perfectly ordinary apes, no matter whether they are puny markatas or a mighty Bandar to begin with. Units that are in the same map tile as the leader with this ability will be affected up to the limit of the ability, the leader himself will always be affected. The number of the ability indicates the total maximum number of units that can be cloaked. The effect is not restricted to monkeys, but units that are larger than 1 square cannot be cloaked by this ability.

## Mountain Move

The cost of entering a mountain square is reduced by one for units with mountain move.

## Never Heals

Damage done to this unit is permanent. A never healing unit will not benefit from the Regeneration ability either.

## No Zone of Control

Enemy Units can freely move around this unit in combat without engaging it.

## Non-Magical Invulnerability

A unit with this ability cannot be harmed by slash, pierce or blunt damage unless it's magical.

## Only Heals on

The unit is only able to heal any damage done to it if it is located in this place. If it is somewhere else, any damage it receives will last until it returns to it special location where it can heal. This unit will not benefit from the Regeneration ability either, unless it is located where it can heal.

## Other Planar Immortality

If this unit should be slain, it will reform on its home plane. This process will also rid the being of any magic bindings like being under the control of a demonologist. To kill the being permanently, it must be slain on its home plane.

## Paralyzation

Paralyzed units are immobilized and cannot do anything until the effect wears off. (10% chance each combat round). (icon: light gray pentagram)

## Passwall

This ability enables the unit to move through earth without disturbing it. It can also be used to move through castle walls. It is only possible to move in the four cardinal directions while moving through the earth.

## Petrification

Any enemy attacking this unit in melee risks being petrified (MR check to avoid 1d999 points of magic damage). (icon: head of a medusa)

## Pierce Resistance

A unit with pierce resistance only takes half damage from pierce weapons.

## Plane Shift (Hades)

This being can traverse the veil that separates Elysium from Hades, the realm of the dead. If the plane shifter is commanding other units that can plane shift these units will follow the commander to the other world.

## Poison Aura

There will be a cloud of poison surrounding this unit. Anyone standing in the cloud will be poisoned.

## Poison Explosion on Death

When this unit dies it will explode in a cloud of poisonous fumes. The poison will hit everyone around the unit, both friends and enemies. (icon: broken green snowflake)

## Poison Resistance

Resistance to poison. A value of 100 or more means that the unit is totally immune to being poisoned.

## Putrid Explosion on Death

When this unit dies, it will explode in a putrid cloud. The putrid cloud will hit everyone nearby with death and disease, both friends and enemies. The value of this ability is the damage value for the explosion. (icon: broken brown snowflake)

## Quickness

A unit with quickness will move fast in combat and also avoid about a quarter of all attacks made against it.

## Recruitment Chance Boost

Owning this unit will result in more recruitment opportunities from these troop types. (icon: purple banner)

## Regain Sanity

Insanity will decrease by this amount every month. Insanity is usually gained by using a raise dead ritual.

## Regeneration

A unit with regeneration will heal this many percent of its hit points each combat round until it is killed. Battle afflictions are also healed, but they will take at least one month to heal. A regenerating creature that is killed will continue to regenerate unless its negative hit points are more than half of its maximum hit points, however the healing rate is reduced while dead.

## Reincarnation

If killed, this unit will be reborn at a random friendly temple in a form determined by its karma.

## Ritual Caster

This commander is able to perform powerful but time consuming rituals (from the Use Special Power menu).

## Seduce Aura

An attacker within X spaces of this unit might get seduced instead.

## Sense Dead

This unit can sense the amount of corpses that are in the vicinity, no matter if they are buried or not.

## Shard Explosion on Death

When this unit dies it will explode in a hail of sharp fragments. The shards will hit everyone around the unit, both friends and enemies. (icon: broken white snowflake)

## Shield

A shield reduces the damage of incoming attacks by 0-1. Shields are extra effective vs ranged weapons and will reduce damage from bows, slings and similar weapons by 0-2.

## Ship

This unit is a ship that can transport a number of size 1 units equal to the value of this ability. The ship and any units transported will only pay 1 AP to move on square on the sea. (icon: ship)

## Shock Resistance

Resistance to shock damage. A value of 100 or more means that the unit is totally immune to shock damage.

## Shock Shield

Any enemy attacking this unit in melee will take some shock damage. Armor offers no protection against this damage. (icon: man surrounded by lightning)

## Siege Tunneling

When attacking a fort, this units has a chance of burrowing and then reappearing right among the enemies when the combat starts.

## Slash Resistance

A unit with slash resistance only takes half damage from slash weapons.

## Sleep

Sleeping units are immobilized. The unit sleeps until it is hit or awakens on its own. (5% chance each combat round) (icon: blue pentagram)

## Sleep Immunity

A unit with Sleep Immunity is always awake and cannot be affacted by by sleep spells.

## Slime

Slimed units are not really immobilized and will not take extra damage from attacks, but they have a 50% chance of being unable to act every round. Slimed units have a 10% chance of getting rid of this effect every round. (icon: green slime)

## Slow

Slow units have only two action points per month. Slow has no effect in combat.

## Snow Move

Units with snow move can move though snowy terrain without any movement penalty.

## Snow Stealth

This unit is stealthy while in snow-covered terrain. A stealthy unit can only be seen by a unit that has the Acute Senses or Spirit Sight ability. Stealth has no effect in combat, only on the world map. If an enemy enters the same square as a stealthy unit, there will be combat. (icon: hooded cloak with snowflake)

## Spawn Monsters

This monster will create other monsters of some type every turn. For example, a Dwarf Queen creates Dwarf Workers.

## Split

This unit can split into two if it is hit by a hard attack that doesn't kill it at once. The value of this ability indicates the percentage of the monsters HP that must be lost in a single attack for the split to take effect.

## Stationary

Stationary units cannot move on the world map.

## Stealth

A stealthy unit can only be seen by a unit that has the Acute Senses or Spirit Sight ability. Stealth has no effect in combat, only on the world map. If an enemy enters the same square as the stealthy unit, there will be combat.

## Stronger

Strength and damage increased by 2. (icon gold encircled star)

## Stun

Stunned units are immobilized and cannot do anything until they recover. Stunned units have a 75% chance of recovering every round. (icon: dark gray pentagram)

## Stupid

Stupid units cannot be controlled and will move on their own.

## Swamp Move

Units with swamp move can move though swamps without any movement penalty.

## Teleport

Moves like a flyer on the world map; teleports to a random location each turn during combat.

## Tiny

This unit is so small that it is difficult to hit by normal means. All non-area attacks will have a 50 percent chance to miss it.

## Trample

This monster will run over and trample every smaller enemy in its way. The value of this ability is the damage rating from being trampled.

## Tunneling

Tunneling units can dig through the ground and create passages that other units can travel through. Tunneling is slow and it takes many AP to move a single square.

## Unaging

Unaging units never become frail as they get older and they are immune to the effects of decay.

## Undead

Undead beings can be banished and take double damage from holy attacks.

## Wall Climbing

Units with this ability can climb castle walls in combat.

## Weakened

Strength and damage decreased by 2. (icon: a purple pentagram circumscribed within a circle)