+Accuracy- +20% city bombard damage
+Amphibious- No combat penalty if attacking from sea or across a river.
+Barrage I- +40% collateral damage
+Barrage II- +60% collateral damage, +20% vs melee units
+Barrage III- +100% collateral damage
+Blessed- +15% combat, +15 vs demons, Removed after combat
+Blitz- Can attack multiple times per turn
Charmed- Unit can't attack
+City Garrison I- +40% to city defense
+City Garrison II- +50% to city defense
+City Garrison III- +60% to city defense, +20% vs melee units
+City Raider I- +40% city attack
+City Raider II- +50% city attack
+City Raider III- +60% city attack, +20% vs melee units
+Combat I- +20% strength
+Combat II- +20% strength
+Combat III- +20% strength
+Combat IV- +20% strength, heals an additional 10% /turn in neutral lands
+Combat V- +20% strength, heals an additional 10% /turn in enemy lands
+Command- 50% chance to take control of units defeated in combat
+Commando- Can use enemy roads
+Cover I- +40% vs archery units
+Cover II- +80% vs archery units
+Crazed- 50% chance of being enraged each turn
+Defensive- +40% Defense, -40% Attack
+Demon Slaying- +40% vs Demons
+Diseased- -30% Strength, -10% Heal, -10% Heal to units in the same tile, Combat has a 50% chance to spread Disease to each unit in the attacking and defending stack.
+Drill I- 1 additional first strike chance
+Drill II- 1 extra first strike
+Drill III- +2 first strike chances
+Drill IV- 2 first strikes, +20% vs mounted units
+Dwarf Slaying- +40% vs Dwarves
+Elf Slaying- +40% vs Elves
+Enchanted Blade- +10% strength.
+Enraged- +40% Attack, -40% Defense
Fear- Can't be attacked by living units with less than its strength.
+Fire Arrows- +10% strength.
+Fire Resistance- +80% vs Fire
+Flanking I- +20% withdrawal
+Flanking II- +20% withdrawal
+Flanking III- +10% withdrawal, immune to first strikes
+Formation I- +40% vs mounted units
+Formation II- +80% vs mounted units
+Giant Slaying- +40% vs Giants
+Guardsman- Reduces maintenance costs when in a city.
+Guerilla I- +40% hills defense
+Guerilla II- Double movement in hills, +60% hills defense
+Heavy- (Zuul) -1 movement cost, +30% strength
+Immortal- When the unit dies it is reborn in the civilizations capital. A unit can only be reborn once per turn.
+Light- (Zuul) +1 movement, -20% strength, +10% withdrawal chance
+Loyalty- (Corlindale) Unit will die instead of being converted by an opponent.
+Magic Resistance- +40% vs Adepts and Fire, Half chance to be Entangled, Half damage from Fire Aura
+March- Can heal while moving
+Marksman- Unit attacks the weakest unit in the stack instead of the strongest.
+Medic I- Heals units in the same tile +20% damage per turn
+Medic II- Heals units in the same tile +40% damage per turn
+Medic III- Heals units in the same tile +80% damage per turn
+Mobility I- +1 movement range
+Mobility II- +1 movement range
+Mobility III- +1 movement range
+Navigation I- +1 movement range
+Navigation II- +1 movement range
+Orthus’s Axe- +25% Combat, Allows Blitzing, Passed to units that defeat this unit
+Plague Carrier- Spreads the Plague, -20% Heal to units in the same tile
+Plagued- -60% Strength, -20% Heal, -20% Heal to units in the same tile
+Quality Armor- +10% Combat
+Quality Weapons- +10% Combat
+Scourge- +40% vs Disciples
+Sentry I- +1 visibility range
+Sentry II- +1 visibility range
+Sentry III- +1 visibility range
+Shock I- +40% vs melee units
+Shock II- +80% vs melee units
+Spell Extension I- Spells cast have an additional point of movement.
+Spell Extension II- Spells cast have an additional point of movement.
+Spell Extension III- Spells cast have an additional point of movement.
+Spellstaff- Can be broken to allow the caster to regain his casting ability.
+Subdue Animal- Allows the units to convert defeated animal units.
+Summoned- A Summoned unit is automatically killed at the beginning of the owning players next turn
+Taskmaster- Can capture slaves.
+Trainer- Can upgrade units away from cities.
+Twincast- Character can cast 2 spells per turn
+Vampire-
[tab]1. +5% healing
[tab]2. +10% strength
[tab]3. Can make level 6 of higher allied units into vampires (level 4 if they are Moroi)
[tab]4. At level 10 they gain the immortality promotion for free.
[tab]5. Can consume population from cities for XP.
[tab]6. Can consume other units to heal (if it is a blood pet they regain 1 movement and the ability to attack)
+Werewolf- Creates Ravenous Werewolves when it kills living units.
+Woodsman I- +40% jungle defense, +40% forest defense
+Woodsman II- Double movement in jungle and forest, +60% jungle and forest defense
+Amphibious- No combat penalty if attacking from sea or across a river.
+Barrage I- +40% collateral damage
+Barrage II- +60% collateral damage, +20% vs melee units
+Barrage III- +100% collateral damage
+Blessed- +15% combat, +15 vs demons, Removed after combat
+Blitz- Can attack multiple times per turn
Charmed- Unit can't attack
+City Garrison I- +40% to city defense
+City Garrison II- +50% to city defense
+City Garrison III- +60% to city defense, +20% vs melee units
+City Raider I- +40% city attack
+City Raider II- +50% city attack
+City Raider III- +60% city attack, +20% vs melee units
+Combat I- +20% strength
+Combat II- +20% strength
+Combat III- +20% strength
+Combat IV- +20% strength, heals an additional 10% /turn in neutral lands
+Combat V- +20% strength, heals an additional 10% /turn in enemy lands
+Command- 50% chance to take control of units defeated in combat
+Commando- Can use enemy roads
+Cover I- +40% vs archery units
+Cover II- +80% vs archery units
+Crazed- 50% chance of being enraged each turn
+Defensive- +40% Defense, -40% Attack
+Demon Slaying- +40% vs Demons
+Diseased- -30% Strength, -10% Heal, -10% Heal to units in the same tile, Combat has a 50% chance to spread Disease to each unit in the attacking and defending stack.
+Drill I- 1 additional first strike chance
+Drill II- 1 extra first strike
+Drill III- +2 first strike chances
+Drill IV- 2 first strikes, +20% vs mounted units
+Dwarf Slaying- +40% vs Dwarves
+Elf Slaying- +40% vs Elves
+Enchanted Blade- +10% strength.
+Enraged- +40% Attack, -40% Defense
Fear- Can't be attacked by living units with less than its strength.
+Fire Arrows- +10% strength.
+Fire Resistance- +80% vs Fire
+Flanking I- +20% withdrawal
+Flanking II- +20% withdrawal
+Flanking III- +10% withdrawal, immune to first strikes
+Formation I- +40% vs mounted units
+Formation II- +80% vs mounted units
+Giant Slaying- +40% vs Giants
+Guardsman- Reduces maintenance costs when in a city.
+Guerilla I- +40% hills defense
+Guerilla II- Double movement in hills, +60% hills defense
+Heavy- (Zuul) -1 movement cost, +30% strength
+Immortal- When the unit dies it is reborn in the civilizations capital. A unit can only be reborn once per turn.
+Light- (Zuul) +1 movement, -20% strength, +10% withdrawal chance
+Loyalty- (Corlindale) Unit will die instead of being converted by an opponent.
+Magic Resistance- +40% vs Adepts and Fire, Half chance to be Entangled, Half damage from Fire Aura
+March- Can heal while moving
+Marksman- Unit attacks the weakest unit in the stack instead of the strongest.
+Medic I- Heals units in the same tile +20% damage per turn
+Medic II- Heals units in the same tile +40% damage per turn
+Medic III- Heals units in the same tile +80% damage per turn
+Mobility I- +1 movement range
+Mobility II- +1 movement range
+Mobility III- +1 movement range
+Navigation I- +1 movement range
+Navigation II- +1 movement range
+Orthus’s Axe- +25% Combat, Allows Blitzing, Passed to units that defeat this unit
+Plague Carrier- Spreads the Plague, -20% Heal to units in the same tile
+Plagued- -60% Strength, -20% Heal, -20% Heal to units in the same tile
+Quality Armor- +10% Combat
+Quality Weapons- +10% Combat
+Scourge- +40% vs Disciples
+Sentry I- +1 visibility range
+Sentry II- +1 visibility range
+Sentry III- +1 visibility range
+Shock I- +40% vs melee units
+Shock II- +80% vs melee units
+Spell Extension I- Spells cast have an additional point of movement.
+Spell Extension II- Spells cast have an additional point of movement.
+Spell Extension III- Spells cast have an additional point of movement.
+Spellstaff- Can be broken to allow the caster to regain his casting ability.
+Subdue Animal- Allows the units to convert defeated animal units.
+Summoned- A Summoned unit is automatically killed at the beginning of the owning players next turn
+Taskmaster- Can capture slaves.
+Trainer- Can upgrade units away from cities.
+Twincast- Character can cast 2 spells per turn
+Vampire-
[tab]1. +5% healing
[tab]2. +10% strength
[tab]3. Can make level 6 of higher allied units into vampires (level 4 if they are Moroi)
[tab]4. At level 10 they gain the immortality promotion for free.
[tab]5. Can consume population from cities for XP.
[tab]6. Can consume other units to heal (if it is a blood pet they regain 1 movement and the ability to attack)
+Werewolf- Creates Ravenous Werewolves when it kills living units.
+Woodsman I- +40% jungle defense, +40% forest defense
+Woodsman II- Double movement in jungle and forest, +60% jungle and forest defense