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There are many special abilities that are in the game. Special abilities are often inherent to creatures, though some can be added via spells or buffs. Some of them affect the unit's attributes, while others have other esoteric effects.^ Name ^ Description | Hidden? |
| Female | Female creatures are immune to being seduced by female seducers, and get a +4 bonus vs dream seduction. | Hidden Tag? |
| Cold Blooded | Creatures with the Cold Blooded ability receives additional 2 additional encumbrance for each level of cold scale. Cold resistance reduces this penalty by 10% per level. In addition coldblooded creatures are not affected by MA C'tis swamp disease. | N |
| Drake | Units with the Drake ability are summoned in greater numbers by commanders with the Dragon Master ability. | N |
| Plant | This creature is a plant. Their deaths do not add to the province's bodycount, and they cannot be raised as undead from abilities like the 'Reanimators' bless. Some spells or items can only be used by plant beings. | Y |
| Lesser Horror | This creature is a lesser horror, and is summoned by the Send Lesser Horrors skill. It is affected by the Cataclysm, and spells like Astral Corruption, which my cause them to be replaced by greater horrors. All Horrors have Spirit Sight. | Y |
| Greater Horror | This creature is a greater horror, and is summoned by the Send Horrors skill. It is affected by the Cataclysm, and spells like Astral Corruption, which may cause them to be replaced by Doom Horrors. All Horrors have Spirit Sight. | Y |
| Doom Horror | This creature is a Doom Horror, and is summoned during the Cataclysm. All Doom Horrors are unique beings, and have Spirit Sight. | Y |
| Sacred (Holy) | This creature is sacred and can be affected by the bless spell, and any bless effects the player controlling it may have. | N |
| Holycost | This is how many candles a creature costs to recruit. Most sacred creatures cost one candle, but some giants cost two. | N |
| Animal | This creature is an animal. It is affected by the Animal Awe ability, and gets a bonus to morale when lead by a commander with the Beast Master ability. Some spells only affect animals, while others cannot target animals at all. | N |
| Unique | This creature is unique. There can only ever be one of these creatures, and if it dies and is resummoned, it will retain it's experience, curses, afflictions etc. If it is wished for it will be stolen from another player instead of being created new. If it is summoned while already in the game, the spell summoning it will fail and the gems will be wasted. | Y |
| Undead | This creature is undead. Undead creatures can be affected by certain undead only spells and is immune to others. Undead are immune to sleep, and do not dream. Undead generally (but not always) no not need to breathe, are immune to cold and poison damage, have spirit sight and have either 30 or 50 morale. | N |
| Bug | This creature is a bug. It is one of the options when the swarm spell is cast. | Y |
| Demon | This creature is a demon. It can be affected by certain demon only spells. This creature must be lead by a commander with undead leadership. If there are no commanders with undead leadership, this unit will instantly route. Demons are immune to sleep, and do not dream. Demons all have Spirit Sight. Most (but not all) demons are summoned by blood rituals. | N |
| Magic Being | This creature is a magic being. It can be affected by certain magic being only spells. This creature must be lead by a commander with magic leadership. If there are no commanders with undead leadership, this unit will instantly route. | Y |
| Autocompete | This creature will automatically compete in the Arena deathmatch every time. Creatures that have won previous deathmatches gain this ability, and some heroes start with it. | N |
| Blind | This creature naturally has no eyes and orients itself in another way. It cannot be affected by blindness, eyeloss or darkness. | N |
| Underwater Bug | This creature is a bug. It is one of the options when the swarm spell is cast underwater. | Y |
| Stonebeing | This creature is made of stone, and is immune to the petrification affliction. | N |
| Inanimate | This creature is innanimate, and has no important physiology. Innanimate creatures can be affected by the 'shatter' spell. Many spells cannot target inanimate creatures. They are unaffected by disease, armor encumbrance, luck or regeneration. | N |
| Dungeon Creature | This creature may appear in dungeon sites if you send a commander in to look for treasure. | Y |
| Lance OK | This creature can use a lance, even if it not flying or mounted. Centaurs have this ability. | Y |
| Spiritform | This creature has no physical body, and cannot have their physical form changed. They are immune to spells like stoneskin or polypmorph. | N |
| Illusion | This creature is an illusion. It can be affected by spells that target illusions, even if they are mindless and should be otherwise immune. This creature needs to have a commander with Glamour Manipulator on the field, or it will instantly route. | N |
| Divine Being | This creature is a divine being, like a pretender god. It's Attack, Defense and Strength are increased by 1 per friendly candle in the province, and it's health increased by 10%. Unfriendly candles do the opposite. They are immune to being charmed and have no upkeep. This ability is usually used on the mounts used by pretenders. | N |
| Poly Immune | This creature cannot be polymorphed or transform itself using rituals. | Y |
| Immobile | This creature cannot move in combat or on the strategic map. It cannot use teleport rituals that require the unit to walk through a portal, or maneuver themselves, like gate, or cloud trapeze. Generally the only way to teleport an immobile unit is the Teleport ritual. | N |
| True Immobile | This creature cannot move in combat or on the strategic map. It also cannot be moved by ANY ritual, even teleport. | N |
| Aquatic | This creature can only live underwater, and cannot come onto the land. Aquatic commanders can breathe with the Amulet of Air Breathing, but aquatic units can never leave the seas. | N |
| Poor Amphibian | This creature can travel on land underwater, but it's combat speed is halved, it's attack is lowered by 1, it's defense is lowered by 2 and its encumbrance is increased by 1 while underwater. | N |
| Floating | This creature floats in the air and can cross rivers. It is unaffected by the movement speed penalty from snowy provinces. It is immune to the Earthquake spell and other spells that only affects creatures on the ground. | N |
| Swimming | This creature can swim and cross rivers. If fighting underwater, it's defense is only lowered by 1 and it's encumbrance increased by 1, instead of the full 'poor amphibian' penalty. | N |
| Snow Move | This creature is not affected by snow in the province for it's map move speed. | N |
| Storm Immune | If this creature has flying, it can fly during a storm. It can also fly underwater if they have Amphibian too. | N |
| Amphibian | This creature can travel on land and underwater with no penalties. | N |
| Teleport | This creature can teleport. Movement on the battlefield is instant, and on the strategic map their map move is set to 100, and they can move through any terrain with no restrictions and also move out of forts that are currently under siege. | N |
| Blink | This creature can teleport, but only in combat. Movement on the battlefield is instant. | N |
| Cannot Pass Rivers | This creature cannot pass over a river- even if they have flying, aquatic, swimming or it is frozen. Most vampires have this. | N |
| Forest Survival | Forest Terrain is treated as plains for movement, and the creature only uses half supplies in forests. | N |
| Mountain Survival | Mountain Terrain is treated as plains for movement, and the creature only uses half supplies in mountains. In addition, the creature can cross mountain passes no matter the temperature. | N |
| Swamp Survival | Swamp Terrain is treated as plains for movement, and the creature only uses half supplies in mountains. In addition the creature is unaffected by the Quagmire Spell. | N |
| Waste Survival | Wasteland Terrain is treated as plains for movement, and the creature only uses half supplies in wastelands. | N |
| Sailing | Commanders with this ability can sail over water provinces, moving from coast to coast. The default distance is to move over two water provinces, though this can be changed with the Far Sail ability. Max Unit Size is the largest unit that can be transported by this commander, and Ship Size is how many total size points that a commander can sail with. | N |
| Gift of Water Breathing | Commanders with this ability grant a number of units the waterbreathing ability. The value is the max amount of total size points the commander can gift this waterbreathing to. Units brought into the water with this have the same penalties as Poor Amphibian when underwater. | N |
| Independent Map Move | Independent Commanders with this ability will move around on the strategic map, attacking other provinces occasionally. This is a hidden ability, but independents being lead by commanders with this ability will show their flag blowing in the wind instead of stationary. | Y |
| Independent Map Move Throne | Independent Commanders with this ability and the Independent Map Move ability will seek thrones, and once in a throne province will stop moving. Doom Horrors have this ability. | Y |
| No Range | Creatures with this ability have a percentage chance will skip standing still and move forward, even if they have ranged attacks. The default percentage is 50% and this ability only appears on some horrors. | Y |
| No Movement Penalty | Creatures with this ability do not recieve a movement penalty from their armor. This is mostly used for chariots. This is a hidden ability. | Y |
| Mobile Archer | Mobile archers can shoot their ranged weapons while their mount is moving, instead of having to stop. | N |
| Far Sail | Commanders can sail over additional water provinces for each level of this ability. | N |
| Stationary Storm | Commanders with this ability can storm a fort, even if they are immobile. No creatures have this in the base game. | Y |
| Stationary Break | Commanders with this ability can break siege, even if they are immobile. No creaturs have this in the base game. | Y |
| Seduction | Stealthy Commanders with this ability can seduce enemy commanders in the same province as them. The enemy commander must make a morale check vs the value of this ability. The default value is 10. The seducing commander needs to have a friendly adjacent province to escape to with their victim, unless the seducing commander has flying. Seducing commanders with flying will escape to their capital with their victim. If the victims morale role is a failure they are seduced. If the victims morale role is a tie, nothing happens. If the victims morale role is a failure, the Seducer will go into an assassination battle instead. Seducers must be the opposite sex of their victim. Victims can also not be mindless. Mindless and same-gendered victims will always succeed in their morale check resulting in an assassination battle. The Seducer's Morale check is increased by the Beauty stat. | N |
| Dream Seduction | Stealthy Commanders with this ability can seduce enemy commanders in the same province as them. The enemy commander must make a magic resistance check vs the value of this ability, and then a morale check. The seducing commander needs to have a friendly adjacent province to escape to with their victim, unless the seducing commander has flying. Seducing commanders with flying will escape to their capital with their victim. If the victims morale role is a failure they are seduced. If the victims morale role is a tie, nothing happens. If the victims morale role is a failure, the Seducer will go into an assassination battle instead. Dream Seduction does work on victims the same sex as the seducer, but with a penalty. Victims can also not be mindless. Mindless and same-gendered victims will always succeed in their morale check resulting in an assassination battle. The Seducer's Morale check is increased by the Beauty stat, and the Magic Resistance check is increased by the Dream Enhancer's stat. | N |
| Corruptor | Stealthy Commanders with this ability can seduce enemy commanders in the same province as them. The enemy commander must make a morale check vs the value of this ability. The default value is 10. The seducing commander needs to have a friendly adjacent province to escape to with their victim, unless the seducing commander has flying. Corrupting commanders with flying will escape to their capital with their victim. If the victims morale role is a failure they are seduced. If the victims morale role is a tie, nothing happens. If the victims morale role is a failure, the corruptor will go into an assassination battle instead. Corruption ignores the gender of their victim, though the victim can still not be mindless. | N |
| Stealth | This creature can sneak into enemy provinces. The patrol strength is rolled vs the stealth chance of the commander in the province, minus one for every unit in the commander's army regardless of the unit's stealth stat. Units with Invisibility or Glamour (in their own dominion) can only be patrolled out by creatures with spirit sight or true sight. | N |
| Spy | This Commander is a spy and gets specific actions in in enemy provinces. In addition, creatures with the Spy attribtue can see all discovered sites in the province, even if they are controlled by enemies. | N |
| Assassin | This Commander is an assassin and can perform the assassination command in enemy provinces. Assassins without the scale walls ability cannot assassinate targets in provinces with an active siege, unless they have Flying, Ethereal or the Scale Walls ability. | N |
| Patience | If this Commander is an assassin, each level of patience decreases the chance of a bodyguard appearing by 10%. This ability is negated by equal value from the bodyguard command. | N |
| Scale Walls | An Assassin Commander with this ability can assassinate commanders, even if the castle is besieged, and they are not ethreal or flying. | N |
| Beckon | A Commander with this ability can beckon units into the sea like a Siren. The victim must make a magic resistance check vs the beckon value. On a failure, the victim will drown themselves in the sea. If the victim can breathe water, then the victim will enter an assassination battle with the Commander using beckon. | N |
| False Army | Creatures with this ability will fool scouting reports, causing them to report the value of the ability as extra units with this ability. | N |
| Fool Scouts | Creatures with this ability will percieve the army as only containing one type of troop, usually the most common one in the army. | N |
| Plague Doctor | A commander with this ability can use Spread Plague. The value of the ability is the percentage of the population that will die, and the percentage of units that will become diseased in the province. | N |
| Affliction Resistance | A creature with this ability gets the value's percentage chance of ignoring an affliction. | N |
| Corpse Eater | A creature with this ability, will eat this ability's value worth of corpses in the province every month, and gain health for each one. If the creature also has the 'DeadHP' ability, it will gain maximum health based on this as well. | N |
| DeadHP | A creature with this ability and Corpse Eater gains this amount of maximum hit points for each corpse eaten. This is a hidden ability, but can be seen as part of the corpse eater ability. | Y |
| Start Major Affliction | Creatures with this have a chance of starting with a major affliction, like a flagellant. | Y |
| Start Minor Affliction | Creatures with this have a chance of starting with a minor affliction, like a flagellant. | Y |
| Insane | Creatures with this ability have the value of the ability percentage chance to make random actions each turn. | N |
| XPGain | Creatures with this ability gain experience points at the value's percentage faster or slower than normal. This is a hidden ability, but is gained with the Heroism bless. | Y |
| Soul Scars | Creatures with this ability will return to life after death for a number of times equal to the value of the ability. Creatures regain full health and fatigue, but keep afflictions and current level of poison build up. Soul Scars are gained on unit creation based on the number of candles in the province when the unit with Soul Scars is recruited. | N |
| Blunt Resistance | Creatures with this ability take half damage from bludgeoning damage | N |
| Slash Resistance | Creatures with this ability take half damage from slashing damage | N |
| Pierce Resistance | Creatures with this ability take half damage from piercing damage | N |
| Cold Resistance | Creatures with this ability have cold attacks reduced by the value of the ability and an additional 2% per value. Doubled vs fatigue damage. Reduces the time frozen. Creatures with negative resistance gain this amount of damage instead. | N |
| Shock Resistance | Creatures with this ability have shock attacks reduced by the value of the ability and an additional 2% per value. Doubled vs fatigue damage. Creatures with negative resistance gain this amount of damage instead. | N |
| Fire Resistance | Creatures with this ability have fire attacks reduced by the value of the ability and an additional 2% per value. Doubled vs fatigue damage. Reduces the time on fire. Creatures with negative resistance gain this amount of damage instead. | N |
| Poison Resistance | Creatures with this ability have poison attacks reduced by the value of the ability and an additional 2% per value. This applies to the initial attack, but not the damage per turn (though reducing the initial damage lowers the damage per turn). Creatures with negative resistance gain this amount of damage instead. | N |
| Acid Resistance | Creatures with this ability have acid attacks reduced by the value of the ability and an additional 2% per value. Creatures with negative resistance gain this amount of damage instead. | N |
| Decay Resistance | Grants immunity to decay. | Y |
| Ice Natural Protection | Grants natural protection of the value of the ability multiplied by the level of cold in the province. Heat levels lower protection instead. Negative values apply heat protection instead, but the ability is then hidden on the stat card. | N |
| Ice Protection | Grants protection of the value of the ability multiplied by the level of cold in the province, stacking with the unit's armor. Heat levels lower protection instead. | N |
| Invulnerable | Grants a level of natural protection to the unit that is ineffective against magical attacks. Does not stack with normal natural protection. | N |
| Regeneration | Creatures will regain this value as a percentage of their max hitpoints each turn in combat. Also gives an additional 50% chance per 5 value over 5 of ignoring an affliction. (so 50% at value 10, 75% chance at value 15 and so on). Stops profuse bleeding. Has no effect on inanimate creatures. | N |
| Reconstruction | Inanimate creatures will regain this value as a percentage of their max hitpoints each turn in combat. Reconstruction also gives an additional 50% chance per 5 value over 5 of ignoring an affliction. (so 50% at value 10, 75% chance at value 15 and so on) Stops profuse bleeding (though inanimate creatures cannot bleed) | N |
| Undead Regeneration | Undead Creatures will regain this value as a percentage of their max hitpoints each turn in combat. Also gives an additional 50% chance per 5 value over 5 of ignoring an affliction. (so 50% at value 10, 75% chance at value 15 and so on). Stops profuse bleeding. Only affects undead creatures. | N |
| Does Heal | Creatures with this ability will heal at the start of the new turn, even if they otherwise wouldn't be able to. | Y |
| UW Regeneration | Creatures will regain this value as a percentage of their max hitpoints each turn in combat. Also gives an additional 50% chance per 5 value over 5 of ignoring an affliction. (so 50% at value 10, 75% chance at value 15 and so on). Has no effect on inanimate creatures. This only works when the creature is underwater. Stops profuse bleeding. | N |
| False Regeneration | N | |