Imperial Armies
Adept
Cost to Produce: 500
Upkeep: 1
Turns to Build: 2
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Mastery
Mastery: Unit may sacrifice self to grant unit’s stack one of the following until the beginning of friendly player’s next turn: Equanimity; Focused; Mindful; Immunity; Resilient; Impervious
Alchemist
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 5
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 16
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Alchemist Carry; Concoct; Neutralize
Alchemist Carry: Unit may carry up to six potions
Concoct: Unit has a 40% chance to create a random potion at the beginning of each turn
Neutralize: Any enemy unit that enters a battle where friendly unit with Neutralize is present permanently loses all potion bonuses at the beginning of the battle
Archivist
Cost to Produce: 500
Upkeep: 5
Turns to Build: 4
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 10
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Research 25%; Scroll Lore 5%
Research: At the beginning of each friendly turn, unit has X% chance to reveal the hex (concealed by fog of war) of undiscovered ruin
Scroll Lore: At the beginning of each friendly turn, unit has an X% chance to generate a random scroll
Battle Mage
Cost to Produce: 1,600
Upkeep: 12
Turns to Build: 5
Attack: 35
Defend: 35
Hitpoints: 2
Movement: 22
Vision: 5
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 30%; Carry; Detection; Equanimity; Evade 50%; Immunity; Invisible; Resistant 30%; Vigilance 30%
Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Carry: Unit may carry up to two potions
Detection: Unit may see stealth units
Equanimity: Unit is immune to enemy non-targetable magic effects
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Immunity: Unit is immune to enemy targetable magic effects
Immunity: Unit is immune to enemy targetable magic effects
Invisible: Unit is invisible
Resistant: Unit reduces enemy disease chance by X%
Vigilance: Reduces enemy ambush by X%
Bowmen
Cost to Produce: 400
Upkeep: 3
Turns to Build: 4
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 14
Vision: 3
Terrain Combat Bonus: +10 when defending cities
Terrain Movement Bonus: N/A
Special: +20 against flying units
Champion
Cost to Produce: 2,200
Upkeep: 20
Turns to Build: 5
Attack: 55
Defend: 55
Hitpoints: 3
Movement: 14
Vision: 5
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: +25 combat when combatting dragons; Carry; Dragonlore; Fearless; Immune to terror; Purity; Vigilance 25%
Carry: Unit may carry up to two potions
Dragonlore: +10 combat to stack when fighting an enemy stack with a dragon
Fearless: Unit is immune to fear
Purity: Unit is immune to disease
Vigilance: Reduces enemy ambush by X%
Conscripts
Cost to Produce: 10
Upkeep: 0
Turns to Build: 1
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 11
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: N/A
Darkness Mage
Cost to Produce: 2,500
Upkeep: 25
Turns to Build: 8
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 12
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Darkness
Darkness: Unit applies a -1 vision to all enemy units (global); This counts as a non-targetable magic effect
Duelist
Cost to Produce: 500
Upkeep: 5
Turns to Build: 3
Attack: 50
Defend: 50
Hitpoints: 2
Movement: 22
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Duelist
Duelist: Unit receives -8 combat for each unit in enemy stack beyond the first (e.g., if enemy stack has four units, unit receives -24 combat)
Heavy Cavalry
Cost to Produce: 1,000
Upkeep: 9
Turns to Build: 3
Attack: 35
Defend: 30
Hitpoints: 3
Movement: 20
Vision: 4
Terrain Combat Bonus: +20 on plains; -10 in cities; -15 in forest; -15 in swamp
Terrain Movement Bonus: N/A
Special: Fearless; Swarm 3; Trample -15
Fearless: Unit is immune to fear
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)
Trample: If a unit with trample combats an enemy unit, if the enemy unit has less combat value than unit with trample, enemy unit receives -X to combat value until the end of battle
Iron Martyrs
Cost to Produce: 800
Upkeep: 8
Turns to Build: 2
Attack: 1
Defend: 35
Hitpoints: 2
Movement: 14
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Purity; Sacrifice
Purity: Unit is immune to disease
Sacrifice: When unit dies, the next unit in unit's stack gains +10 combat until the end of the turn
Lancers
Cost to Produce: 850
Upkeep: 7
Turns to Build: 3
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 24
Vision: 4
Terrain Combat Bonus: -5 in cities; +10 in desert; -5 in forest; +10 in plains; -5 in swamp
Terrain Movement Bonus: N/A
Special: Brace; Lance
Brace: Unit is immune to trample
Lance: The first time unit enters combat with an enemy unit within a battle, unit receives +15 combat until unit or enemy unit is destroyed; If enemy unit is destroyed, this bonus is removed from friendly unit for the remainder of battle; This skill does not activate if battle takes place within city, forest, or swamp terrain
Light Cavalry
Cost to Produce: 450
Upkeep: 6
Turns to Build: 2
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 28
Vision: 4
Terrain Combat Bonus: +5 on plains; +5 on desert
Terrain Movement Bonus: N/A
Special: Swarm 1
Purity: Unit is immune to disease
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)
Light Mage
Cost to Produce: 2,500
Upkeep: 25
Turns to Build: 8
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 12
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Light
Light: Unit applies a +1 vision to all friendly units (global)
Medium Infantry
Cost to Produce: 100
Upkeep: 1
Turns to Build: 1
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 13
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: N/A
Mercenaries
Cost to Produce: 1,500
Upkeep: 40
Turns to Build: 1
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 18
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: N/A
Neophyte
Cost to Produce: 250
Upkeep: 3
Turns to Build: 1
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Neophyte
Neophyte: At the beginning of each friendly player's turn (not including the turn unit is first produced), unit gains a permanent +2 combat
Pikemen
Cost to Produce: 150
Upkeep: 3
Turns to Build: 1
Attack: 2
Defend: 2
Hitpoints: 2
Movement: 14
Vision: 3
Terrain Combat Bonus: +8 in desert; -5 in forest; +8 in plains; -5 in swamp
Terrain Movement Bonus: N/A
Special: Brace; Swarm 2
Brace: Unit is immune to trample
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)
Raiders
Cost to Produce: 750
Upkeep: 7
Turns to Build: 3
Attack: 25
Defend: 10
Hitpoints: 2
Movement: 26
Vision: 3
Terrain Combat Bonus: +5 on desert; +5 on plains; -5 on swamp
Terrain Movement Bonus: N/A
Special: N/A
Scouts
Cost to Produce: 50
Upkeep: 1
Turns to Build: 1
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 22
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: Maximum terrain move cost is 3
Special: Vigilance to stack 5%
Vigilance: Reduce enemy ambush by X%
Spellrunner
Cost to Produce: 1,000
Upkeep: 9
Turns to Build: 4
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 42
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: Maximum terrain move cost is 3
Special: Carry; Evade 75%; Item Carry
Carry: Unit may carry up to two potions
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Item Carry: Unit may carry up to four hero items (unit cannot use hero items)
Thugs
Cost to Produce: 50
Upkeep: 1
Turns to Build: 1
Attack: 8
Defend: 1
Hitpoints: 2
Movement: 18
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: N/A
Vanguard Scout
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 4
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 24
Vision: 6
Terrain Combat Bonus: +10 combat in all non-plains terrain except city
Terrain Movement Bonus: Max terrain move cost is 2 per hex (except mountain); Can lead army; Can move army through mountain at 12mp / hex;
Special: +1 stack movement; Bolster 3; Carry; Evade 75%; Mountainwalk 4; Stealth; Truesight; Vigilance to stack 40%
Bolster: Unit adds X bolster to all heroes in stack
Carry: Unit may carry up to two potions
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible)
Mountainwalk: Unit can move through mountains at X movement points per hex
Truesight: Unit can see enemy units with stealth and invisibility
Vigilance: Reduces enemy ambush by X%
War Dogs
Cost to Produce: 500
Upkeep: 4
Turns to Build: 2
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 18
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 3 movement per hex in forest; 3 movement per hex in hills
Special: Detection; Restrain; Vigilance to stack 25%
Detection: Can move from coast to land and land to coast (but not further into water) without boarding a boat
Restrain: Units in enemy stack cannot evade
Vigilance: Reduces enemy ambush by X%
Advanced Scout
Cost to Produce: 400
Upkeep: 1
Turns to Build: 3
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 24
Vision: 5
Terrain Combat Bonus: +5 in all non-plains except city
Terrain Movement Bonus: Max terrain move cost is 2; Can lead army
Special: Detection; Stealth; Evade 30%; Vigilance to stack 20%
Detection: Unit can see stealth units
Stealth: Unit gains stealth
Evade: May be toggled on / off; When attacked the unit has a % chance to evade. If the unit evades, it withdraws from combat to a random open adjacent hex (if no open adjacent hexes are available, no evade is possible).
Vigilance to stack: Reduces enemy ambush bonus by X% to stack
Apprentice
Cost to Produce: 500
Upkeep: 5
Turns to Build: 2
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Apprentice Magic
Apprentice Magic: Each turn, Apprentice may apply Apprentice Magic to all other units in Apprentice's stack. Choose one: +2 movement to stack until the end of the turn; +2 combat to stack until the beginning of friendly player's next turn; Units receiving Apprentice Magic bonus must remain in the stack with Apprentice to keep the bonus (e.g., if units leave the stack with Apprentice, units lose bonus)
Battleforged
Cost to Produce: 500
Upkeep: 4
Turns to Build: 3
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 18
Vision: 3
Terrain Combat Bonus: +5 in cities
Terrain Movement Bonus: N/A
Special: Brace; Fearless; Veteran 4
Brace: Unit is immune to trample
Fearless: Unit is immune to fear
Veteran: Any time unit successfully participates in a battle and survives, unit gains a permanent +X combat value
Blackcloaks
Cost to Produce: 750
Upkeep: 5
Turns to Build: 2
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 18
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 30%; Stealth
Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Stealth: Unit has stealth
Brutes
Cost to Produce: 275
Upkeep: 2
Turns to Build: 1
Attack: 15
Defend: 1
Hitpoints: 2
Movement: 15
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: N/A
Ambush: Unit has a % chance to destroy to the first enemy unit it fights in combat before the defending unit can roll combat. If friendly unit hits its ambush roll, the defending enemy unit does not get to roll combat die before the ambush hitpoints are dealt. Ambush is a pre-combat mechanic
Stealth: Unit has stealth
Cleric
Cost to Produce: 1,300
Upkeep: 8
Turns to Build: 4
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 16
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Bolster 4; Carry; Consecration to stack; Heal stack 15%; Resistant to stack 20%
Bolster: Unit adds X bolster to all heroes in stack
Carry: Unit may carry up to two potions
Consecration: Enemy units with respawn or reanimate killed by a unit with consecration cannot respawn or reanimate
Heal: Unit has a % chance to heal one hitpoint each time suffering hitpoint damage in combat
Resistant: Unit reduces enemy disease chance by X%
Crusaders
Cost to Produce: 750
Upkeep: 6
Turns to Build: 3
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 16
Vision: 3
Terrain Combat Bonus: +5 in cities
Terrain Movement Bonus: N/A
Special: Bolster 3; Brace; Immune to fear; Immune to terror; Incinerate
Bolster: Unit adds X bolster to all heroes in stack
Brace: Unit is immune to trample
Incinerate: Enemy units with respawn killed by a unit with incinerate cannot respawn
Doppelsoldner
Cost to Produce: 2,500
Upkeep: 80
Turns to Build: 1
Attack: 50
Defend: 50
Hitpoints: 2
Movement: 20
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Fearless; Trample -5
Fearless: Unit is immune to fear
Trample: If a unit with trample combats an enemy unit, if the enemy unit has less combat value than unit with trample, enemy unit receives -X to combat value until the end of battle
Halberdiers
Cost to Produce: 450
Upkeep: 4
Turns to Build: 2
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 15
Vision: 3
Terrain Combat Bonus: +5 in cities
Terrain Movement Bonus: N/A
Special: Brace; Swarm 2
Brace: Unit is immune to trample
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)
Heavy Infantry
Cost to Produce: 250
Upkeep: 6
Turns to Build: 1
Attack: 10
Defend: 20
Hitpoints: 2
Movement: 9
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: N/A
Knights
Cost to Produce: 1,500
Upkeep: 10
Turns to Build: 4
Attack: 40
Defend: 40
Hitpoints: 3
Movement: 14
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Focused; Mindful
Carry: Unit may carry up to two potions
Focused: Unit is immune to non-targetable psychic effects
Mindful: Unit is immune to targetable psychic effects
Legionaries
Cost to Produce: 500
Upkeep: 4
Turns to Build: 2
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 14
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Brace; Swarm 2; Veteran 2
Brace: Unit is immune to trample
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)
Veteran: Any time unit successfully participates in a battle and survives, unit gains a permanent +X combat value
Light Infantry
Cost to Produce: 30
Upkeep: 1
Turns to Build: 1
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 17
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: N/A
Martyr
Cost to Produce: 400
Upkeep: 1
Turns to Build: 5
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Altruism
Altruism: If unit is destroyed in battle, all friendly units in battle receive +5 combat until the end of battle; This ability may stack but no unit may receive more than +15 combat bonus per turn from Altruism
Men-at-Arms
Cost to Produce: 650
Upkeep: 5
Turns to Build: 3
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 13
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Brace; Swarm 4
Brace: Unit is immune to trample
Swarm: Unit gains X per each identical unit in the stack, including itself (e.g. a unit with 10 combat value and swarm 3 would have a base combat value of 13, 16 with two identical units, 19 with three identical units, etc)
Merchant
Cost to Produce: 1,000
Upkeep: 1
Turns to Build: 5
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 16
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Profit 50; Trade 15%
Profit: Unit adds X gold to treasury each turn; Must be within city for skill to work; Only two units with this skill may be used in any city at one time
Trade: At the beginning of each friendly player turn, unit has X percent to reveal unknown city location; Must be within city for skill to work; Only two units with this skill may be used in any city at one time
Nihilist
Cost to Produce: 1,000
Upkeep: 1
Turns to Build: 6
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 14
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Nihilism
Nihilism: If unit dies in combat, all units in enemy stack are stunned until the beginning of friendly player's next turn and all units in enemy stack receive a permanent -4 combat and -2 movement. These effects count as targetable psychic effects.
Pirates
Cost to Produce: 400
Upkeep: 3
Turns to Build: 2
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 13
Vision: 3
Terrain Combat Bonus: +20 in water
Terrain Movement Bonus: 1 movement point per hex in water
Special: Walk on Walter
Walk on Water: At the beginning of each friendly player's turn (not including the turn unit is first produced), unit gains a permanent +2 combat
Sappers
Cost to Produce: 400
Upkeep: 3
Turns to Build: 2
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 16
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Tunnel 2
Tunnel: Unit may move into enemy city, sacrifice self, and reduce city walls by X
Sorcerer
Cost to Produce: 1,800
Upkeep: 15
Turns to Build: 5
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 26
Vision: 5
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Once per turn, sorcerer may teleport to another sorcerer anywhere on map; Carry; Restrain
Carry: Unit may carry up to two potions
Restrain: Units in enemy stack cannot evade
Templars
Cost to Produce: 700
Upkeep: 5
Turns to Build: 3
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 18
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Bolster 3; Equanimity; Focused; Immunity; Mindful
Bolster: Unit adds X bolster to all heroes in stack
Equanimity: Unit is immune to enemy non-targetable magic effects
Focused: Unit is immune to non-targetable psychic effects
Immunity: Unit is immune to enemy targetable magic effects
Mindful: Unit is immune to targetable psychic effects
Trader
Cost to Produce: 150
Upkeep: 1
Turns to Build: 2
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 10
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Profit 10; Trade 4%
Profit: Unit adds X gold to treasury each turn; Must be within city for skill to work; Only two units with this skill may be used in any city at one time
Trade: At the beginning of each friendly player turn, unit has X percent to reveal unknown city location; Must be within city for skill to work; Only two units with this skill may be used in any city at one time
Vikings
Cost to Produce: 400
Upkeep: 3
Turns to Build: 2
Attack: 17
Defend: 17
Hitpoints: 2
Movement: 16
Vision: 3
Terrain Combat Bonus: +5 in Tundra
Terrain Movement Bonus: 2 movement points per hex in tundra; 1 movement point per hex on coast hexes
Special: Longboat
Longboat: Can move from coast to land and land to coast (but not further into water) without boarding a boat
Wizard
Cost to Produce: 1,800
Upkeep: 15
Turns to Build: 5
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 22
Vision: 7
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Carry; Equanimity to stack; Farsight; Focused to stack; Immunity to stack; Mindful to stack; Restrain; Truesight
Carry: Unit may carry up to two potions
Equanimity: Unit is immune to enemy non-targetable magic effects
Farsight: Once per turn, unit can reveal any hex on the map. Revealed hex is considered "true sight" and stealth and invisible units will be revealed. After one turn, hex reverts to being hidden by fog of war
Focused: Unit is immune to non-targetable psychic effects
Immunity: Unit is immune to enemy targetable magic effects
Mindful: Unit is immune to targetable psychic effects
Restrain: Units in enemy stack cannot evade
Truesight: Unit can see enemy units with stealth and invisibility