Ancients
Ancient Basalisk
Cost to Produce: 700
Upkeep: 7
Turns to Build: 4
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 10
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 90%; Stealth; Unwanted
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 may only be seen by enemy units with detection or truesight
Unwanted: If unit ends turn within a city, unit is destroyed
Ancient Eagle
Cost to Produce: 1,500
Upkeep: 10
Turns to Build: 4
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 32
Vision: 7
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: +40 versus flying units; Detection, Flying, Mount, Stealth
Detection: Unit can see stealth units
Mount: Hero units may ride mount unit, gaining the mounted units max movement speed and movement related attributes (e.g., flying, terrain movement bonuses)
Stealth: Unit may only be seen by enemy units with detection or truesight
Ancient Lion
Cost to Produce: 1,900
Upkeep: 10
Turns to Build: 4
Attack: 40
Defend: 40
Hitpoints: 2
Movement: 24
Vision: 5
Terrain Combat Bonus: +5 combat in plains
Terrain Movement Bonus: N/A
Special: Ambush 20%; Equanimity to stack; Fear -5; Mindful to stack; Mount; Overrun 5
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
Equanimity: Unit is immune to enemy non-targetable magic effects
Fear: -X combat to all units in enemy stack until the end of battle; This counts as a non-targetable psychic effect
Mindful: Unit is immune to targetable psychic effects
Mount: Hero units may ride mount unit, gaining the mounted units max movement speed and movement related attributes (e.g., flying, terrain movement bonuses)
Overrun: If unit has higher max movement speed than an enemy unit that it fights in combat, unit gains X combat value
Ancient Mongoose
Cost to Produce: 850
Upkeep: 4
Turns to Build: 4
Attack: 20
Defend: 20
Hitpoints: 2
Movement: 16
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Detection; Vigilance to stack 75%
Detecion: Unit can see stealth units
Vigilance: Reduces enemy ambush by X%
Ancient Panther
Cost to Produce: 650
Upkeep: 3
Turns to Build: 2
Attack: 15
Defend: 15
Hitpoints: 2
Movement: 20
Vision: 3
Terrain Combat Bonus: +10 combat in forest
Terrain Movement Bonus: 2 movement points per hex in forest
Special: Ambush 30%; Evade 35%; Invisible in forest; 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
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)
Invisible: Unit can only be seen by enemy units with truesight
Stealth: Unit can only be seen by enemy units with detection
Ancient Tortoise
Cost to Produce: 500
Upkeep: 1
Turns to Build: 3
Attack: 1
Defend: 45
Hitpoints: 2
Movement: 6
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Equanimity; Focused; Immunity; Mindful; Unwanted; Vigilance 50%
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
Unwanted: If unit ends turn within a city, unit is destroyed
Vigilance: Reduces enemy ambush by X%
Ancient Chameleon
Cost to Produce: 1,000
Upkeep: 1
Turns to Build: 4
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 12
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in all terrain types; Mountainwalk 2
Special: Ancient Invisibility
Ancient Invisibility: Unit cannot be seen by enemy units
Mountainwalk: Unit may move on mountain terrain at X cost per hex
Ancient Fox
Cost to Produce: 750
Upkeep: 2
Turns to Build: 4
Attack: 20
Defend: 20
Hitpoints: 2
Movement: 20
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in forest and tundra terrain; Can lead armies at 2 movement points per hex in forest and tundra terrain
Special: Carry; Evade to stack 80%; Restrain
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)
Restrain: Units in enemy stack cannot evade
Ancient Monarch
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 5
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 14
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in all terrain types; Mountainwalk 2
Special: Flying; Wings of the monarch
Wings of the monarch: If unit is within a friendly city, unit may sacrifice self to grant Wings of the Monarch to the city unit is within until the beginning of friendly player's next turn. Any city with Wings of the Monarch may not be attacked. Any units within city with Wings of the Monarch gain inviolable until the beignning of friendly player's next turn. If a unit gains inviolable in this way and then leaves the city, unit loses inviolable
(Inviolable: Unit has equanimity, focused, immunity, impervious, mindful, and resilient)
Ancient Owl
Cost to Produce: 600
Upkeep: 5
Turns to Build: 3
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 18
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Flying, Perch, Truesight
Perch: After activating perch, beginning friendly player's next turn, unit gains invisibility until unit moves. Once unit moves, unit loses invisibility
Truesight: Unit can see stealth and invisible units
Ancient Scorpion
Cost to Produce: 500
Upkeep: 2
Turns to Build: 1
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 8
Vision: 1
Terrain Combat Bonus: +15 combat in desert
Terrain Movement Bonus: 1 movement point per hex in desert
Special: Ambush 35% in desert; Burrow 15%; Disease 15%
Ambush: Unit may carry up to two potions
Burrow: Unit may choose to burrow, becoming stealth. If an enemy unit enters the hex of the burrowed unit, the burrowed unit may choose to ambush (this can be toggled off -- a burrowed unit doesn't have to ambush). Burrow adds a % to ambush bonus. If the burrowed unit is detected by an enemy unit with detection or truesight on the same turn that an enemy unit enters the hex of the burrowed unit, the burrowed unit loses its burrow ambush bonus
Disease: Unit has an X% chance to kill the enemy unit that destroyed unit after combat (post combat mechanic)
Ancient Toad
Cost to Produce: 600
Upkeep: 3
Turns to Build: 3
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 8
Vision: 2
Terrain Combat Bonus: +20 combat in swamp
Terrain Movement Bonus: 1 movement points per hex in swamp
Special: Disease 60%
Disease: Unit has an X% chance to kill the enemy unit that destroyed unit after combat (post combat mechanic)