Abilities (units)

## Afterlife

Causes the creature to summon permanent Anima on death.

## Aquatic

Allows the creature to reenter combat unharmed when knocked off a boat.

## Astral

Allows the creature to be summoned on either side of the battlefield.

## Aura of Light

Causes the creature to periodically heal nearby allies.

## Aura of Power

Increases the health, attack, and speed of allies near the creature.

## Blood Aura

Increases the creature's size, health, and damage as nearby allies die.

## Bodyguards

Causes the creature to summon two units of a predetermined type at the start of battle.

## Budding

Gives the creature a chance to summon a Homunculus when damaged.

## Buffer

When the hero controlling the creature casts a spell, each creature can refund 1 mana spent per battle.

## Burning

Gives the creature's attacks a chance to light enemies on fire, damaging them a few times and potentially lighting their allies on fire as well.

## Burst

The creature attacks by exploding, killing itself and damaging all nearby enemies.

## Caster

Allows the creature to cast spells from a predetermined list, grouping with other creatures of the same type to cast larger spells.

## Charge

Enables the creature to charge in, damaging all enemies it passes.

## Charm

Gives the creature's attacks a chance to charm low health enemies, causing them to switch sides for the battle and not rejoin their original owner.

## Cinderspirit

Causes the creature to summon self-destructing Fireflies upon death.

## Circle of Life

Grants the creature a chance to cast a support spell on death.

## Confusion

Gives the creature's attacks a chance to confuse enemies, causing them to wander aimlessly for a few seconds before returning to normal.

## Critical Strike

Causes the creature's attacks to deal extra damage equal to a tenth of the enemies' maximum health.

## Death Strike

Causes the creature to summon a skeleton for each enemy struck by its attacks.

## Displacement

Gives the creature a chance to teleport away enemies that hit it with a melee attack.

## Empower

Increases the effective spellpower of the hero controlling the creature by 1 for each 10 power worth of the creature.

## Ethereal

Gives the creature a chance to avoid damage from attacks. Chance is higher for enemies weaker than the creature.

## Evolve

Causes the creature to change forms when below 50% health, increasing its damage, attack, and move speeds.

## Explosion

Causes the creature to explode on death, damaging enemies and knocking allies away.

## Fire Shield

Causes enemies that attack the creature in melee to be set on fire.

## First Aid

Allows the creature to restore health equal to twice its attack to an ally allies once per battle.

### Healer

Allows the creature to heal allies up to five times per battle.

## Flying

Allows the creature to fly, moving faster and dodging attacks when it isn't able to attack itself. Also enables the creature to finish off low health enemies by carrying them into the air and dropping them.

## Forest Crown

Allows the creature to carry ranged units in its branches, which can shoot independently.

## Fortune

Significantly increases the creature's chances of dealing luck strikes, which deal triple damage more knockback, and hit a larger area.

## Hex

Allows the creature to turn high health enemies into much weaker frogs. The transformation reverts when frogs are killed.

## Host

Causes the creature to summon several other units on death.

## Imitation

Causes the creature to turn into a copy of a nearby enemy. Each enemy can only be imitated once.

## Immortal

Causes the creature to go into hibernation when it would otherwise die, either waking up after 30 seconds or the end of battle. Each subsequent hibernation is half as likely to be successful.

## Impenetrable

Causes the creature to take half damage from ranged attacks.

## Inert

Renders the creature immune to poison, confusion, fear, petrification, charm, and burning.

## Infest

Gives the creature a chance to summon a Spooder when attacking.

## Insensate

Once per battle, causes the creature to enter a shadow state and gain life leech for 5 seconds when it would otherwise be killed.

## Knockback

Indicates the creature causes more knockback than normal with attacks.

## Lash

Causes the creature to hit in all directions when it attacks.

## Leap

Allows the creature to jump into battle, damaging nearby enemies when it lands. Can also be used to get over walls or between ships.

## Leech Life

Heals the creature for a quarter of the damage it deals.

## Midas Touch

Gives the creature's attacks a chance to kill enemies instantly by turning them into gold, and causes the creature to turn to gold itself upon death. When the battle is over, the winner gains gold from the golden corpses.

## Mutation

Causes the creature to mutate into one of several versions upon entering combat.

## Petrification

Gives the creatures attacks a chance to petrify enemies, rendering them unable to move or attack for a few seconds.

## Potent Soul

Causes the creature to permanently reanimate several nearby allied corpses upon death.

## Protection

Protects the creature from the first attack against it.

### Projectile Protection

Protects the creature from the first three ranged attacks against it.

## Quick Strikes

Enables the creature to attack more often than normal.

## Rage

Increases the creature's damage and speed upon taking damage.

## Ranged

Enables the creature to fire projectiles, attacking from a distance. However, it also reduces their melee damage by half, and there is an area too close for ranged attacks but too far for melee.

### Arrow Rain

Creature has a chance to fire a rain of arrows, hitting a larger area.

### Blaster

Creature's projectiles hit a large area and will knock back allies.

### Grapple

Creature's projectiles will pull struck enemies in.

### Long Ranged

Creature can fire projectiles further than most other ranged creatures.

### Short Ranged

Creature can't attack as far as most other ranged creatures, but also has a shorter minimum projectile range.

### Versatile

Creature doesn't incur the melee attack penalty for ranged creatures.

## Rebirth

The first time the creature is killed, it will return to life after several seconds in an explosion of fire.

## Regeneration

Causes the creature to recover lost health over time, but regeneration slows down the more it's used.

## Release

Gives the creature a chance to cast a spell when it falls below half health.

## Resurrection

Allows the creature to resurrect some allies that die near it, similar to the first aid tent.

## Retaliation

Enables the creature to attack more quickly when receiving attacks.

## Retreat

Allows the creature to flee combat whenever it would otherwise be killed, rejoining the army after combat.

## Sacrifice

Causes a thorn giant to be permanently summoned when a few of the creatures die.

## Salt of the Earh

Causes the creature to summon some Rock Pummelers on death.

## Savage

Indicates the creature has less health and higher damage than normal.

## Savior

Allows the creature to combine the corpses of human Order faction units on the battlefield to create permanent Survivors. Currently exclusive to the Flesh Wonder.

## Slow

Causes the creature to move more slowly than normal.

## Slowing

Gives the creature's attacks a chance to slow enemies, reducing their movement speed significantly for the rest of the battle.

## Splitting

Causes the creature to summon two copies of itself on death.

## Sturdy

Indicates the creature has higher than normal health and knockback resistance.

## Summoning

Allows the creature to periodically summon temporary allies for the battle.

## Swallow

Allows the creature to swallow the first unit with power 5 or less that it damages. If the creature is killed, the swallowed unit returns to the battle.

## Tank

Indicates the creature has lower damage and greater health than normal.

## Taunt

Makes enemies more likely to target this creature than other nearby allies.

## Taxpayer

Causes the creature to pay 2 gold to power to its owner each day.

## Teleport

Causes the creature to teleport around the battlefield from time to time.

## Teleswap

Enables the creature to escape melee combat by swapping with allied melee units or empty air.

## Terror

Gives the creature's attacks a chance to terrify enemies, causing them to flee from battle for a few seconds.

## Thorns

Deals half the creatures attack to enemies that hit it with a melee attack.

## Venom

Gives the creature's attacks a chance to poison enemies, damaging them over time for the rest of the battle. Poison deals slightly more damage to stronger enemies.

## Wail

Causes the creature to terrify nearby enemies on death.

## Warding

Gives the creature a chance to avoid damage from elite creatures, and a high chance to ignore spells.

## Wide Attacks

Causes creatures to attack a broader area, increasing the chance they'll hit multiple enemies at once.

## Wind Up

Causes the creature to attack more slowly but deal more damage than usual.