Dwarves

Balloon

Cost to Produce: 500
Upkeep: 2
Turns to Build: 4
Attack: N/A
Defend: N/A
Hitpoints: 1
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Balloon; Impervious; Invisible; Resilient

Balloon: Unit cannot attack; Unit cannot be attacked; Unit cannot be ambushed
Impervious: Unit is immune to targetable physical effects
Resilient: Unit is immune to non-targetable physical effects

Cannon

Cost to Produce: 1,500
Upkeep: 15
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 1
Movement: 6
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Cannon

Cannon: Once per turn, unit may use Cannon skill on an adjacent enemy stack: One random unit in enemy stack is destroyed. Cannot destroy enemy hero units. This effect counts as a gunpowder effect. If Cannon skill is used on a city, friendly player may choose to reduce city walls by -5 instead of destroying a random enemy unit.

Dwarves

Cost to Produce: 400
Upkeep: 3
Turns to Build: 1
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 7
Vision: 2
Terrain Combat Bonus: +10 in cities; +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 4
Special: N/A

Mountainwalk: Unit may move on mountain terrain at X cost per hex

Dwarven Phalanx

Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 4
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 7
Vision: 2
Terrain Combat Bonus: +10 in cities; +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Brace; Swarm 8

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)

Bear Riders

Cost to Produce: 1,500
Upkeep: 5
Turns to Build: 6
Attack: 35
Defend: 35
Hitpoints: 3
Movement: 18
Vision: 3
Terrain Combat Bonus: +10 in hills; +10 in mountains; +10 in tundra
Terrain Movement Bonus: 2 movement point per hex in hills; 2 movement point per hex in tundra; Mountainwalk 4
Special: Fear -5; Rampage +5; Trample -10

Fear: -5 combat to all units in enemy stack until the end of battle; This counts as a non-targetable psychic effect
Mountainwalk: Unit may move on mountain terrain at X cost per hex
Rampage: When unit wins a combat within battle, unit gains +X combat until the end of battle; This effect can stack
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

Dwarven Berserkers

Cost to Produce: 700
Upkeep: 3
Turns to Build: 2
Attack: 35
Defend: 1
Hitpoints: 3
Movement: 9
Vision: 2
Terrain Combat Bonus: +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 4
Special: Rampage +4

Mountainwalk: Unit may move on mountain terrain at X cost per hex
Rampage: When unit wins a combat within battle, unit gains +X combat until the end of battle; This effect can stack

Earth Mage

Cost to Produce: 900
Upkeep: 5
Turns to Build: 4
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 14
Vision: 3
Terrain Combat Bonus: +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Impervious to stack; Resilient to stack

Impervious: Unit is immune to targetable enemy physical effects
Resilient: Unit is immune to non-targetable enemy physical effects

Gate Breakers

Cost to Produce: 800
Upkeep: 5
Turns to Build: 3
Attack: 20
Defend: 20
Hitpoints: 3
Movement: 8
Vision: 2
Terrain Combat Bonus: +25 when attacking cities; +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Brave

Brave: Unit is immune to fear and chaos

Goat Riders

Cost to Produce: 950
Upkeep: 4
Turns to Build: 3
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 14
Vision: 3
Terrain Combat Bonus: +10 in hills; +15 in mountains
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 2
Special: Evade 90% in mountains and hills

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 avaialble, no evade is possible)
Mountainwalk: Can move through mountain terrain at X movement points per hex

Hill Dwarves

Cost to Produce: 300
Upkeep: 2
Turns to Build: 1
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 9
Vision: 2
Terrain Combat Bonus: +20 in hills; +20 in mountains
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 2
Special: Ambush 20% in hills; Ambush 20% in mountains; Stealth in hills; Stealth in mountains; Unwanted

Ambush: Unit has a % chance to deal X hitpoint damage to the first enemy unit it fights in combat before the defending unit can roll combat. If 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
Mountainwalk: Can move through mountain terrain at X movement points per hex
Unwanted: If unit ends turn within a city, unit is destroyed

Masons

Cost to Produce: 400
Upkeep: 3
Turns to Build: 3
Attack: 1
Defend: 10
Hitpoints: 2
Movement: 7
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Stonework

Stonework: Unit provides +2 bonus to the city walls of the friendly city this unit is in; This bonus can stack

Mountain Guard

Cost to Produce: 1,000
Upkeep: 15
Turns to Build: 3
Attack: 15
Defend: 40
Hitpoints: 3
Movement: 4
Vision: 2
Terrain Combat Bonus: +15 in cities; +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills
Special: N/A

Ram Riders

Cost to Produce: 950
Upkeep: 5
Turns to Build: 4
Attack: 20
Defend: 20
Hitpoints: 4
Movement: 16
Vision: 3
Terrain Combat Bonus: +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Trample -15

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

Slingers

Cost to Produce: 150
Upkeep: 1
Turns to Build: 1
Attack: 10
Defend: 1
Hitpoints: 2
Movement: 10
Vision: 3
Terrain Combat Bonus: +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 5
Special: +10 against flying units; Ambush 10% when attacking in hills; Ambush 10% when attacking in mountains

Ambush: Unit has a % chance to deal X hitpoint damage to the first enemy unit it fights in combat before the defending unit can roll combat. If 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
Mountainwalk
: Can move through mountain terrain at X movement points per hex

Thundersticks

Cost to Produce: 750
Upkeep: 5
Turns to Build: 4
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 8
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Thunderstick

Thunderstick: The first time unit participates in combat within a battle, unit rolls a d100. If unit rolls a 65 or less, unit destroys enemy unit (enemy unit does not roll any combat value if destroyed in this way). This effect may only occur once per combat and, after this effect occurs, unit fights remainder of combat with normal attack and defend value. This effect counts as a Gunpowder effect (which is different that magical, physical, and psychic effects)

Tunnelers

Cost to Produce: 400
Upkeep: 3
Turns to Build: 2
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 8
Vision: 2
Terrain Combat Bonus: +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 4
Special: Ambush 25%; Stealth; Tunnel 3

Ambush: Unit has a % chance to deal X hitpoint damage to the first enemy unit it fights in combat before the defending unit can roll combat. If 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
Tunnel: Unit may move into enemy city, sacrifice self, reduce walls by X

Flamers

Cost to Produce: 850
Upkeep: 5
Turns to Build: 4
Attack: 35
Defend: 35
Hitpoints: 2
Movement: 7
Vision: 2
Terrain Combat Bonus: +10 in hills
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Consecration to stack; Impervious; Resilient

Consecrate: Enemy units with respawn or reanimate killed by a unit with consecrate cannot respawn or reanimate
Impervious: Unit is immune to targetable enemy physical effects
Resilient: Unit is immune to non-targetable enemy physical effects

Giants

Cost to Produce: 800
Upkeep: 5
Turns to Build: 3
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 19
Vision: 5
Terrain Combat Bonus: +10 in hills; +10 in mountains
Terrain Movement Bonus: 2 movement points per hex in hills; Can lead stack through hills at 2 movement points per hex; Mountainwalk 3
Special: Impervious; Resilient

Impervious: Unit is immune to targetable enemy physical effects
Mountainwalk: Can move through mountain terrain at X movement points per hex
Resilient: Unit is immune to non-targetable enemy physical effects

Grand Mason

Cost to Produce: 1,500
Upkeep: 10
Turns to Build: 6
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 8
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 1 movement point per hex in hills
Special: Grand Masonry

Grand Masonry: Unit adds +1 to all friendly city walls (global)

Magmas

Cost to Produce: 500
Upkeep: 1
Turns to Build: 3
Attack: 20
Defend: 20
Hitpoints: 2
Movement: 12
Vision: 2
Terrain Combat Bonus: +10 in hills; +10 in mountains
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 2
Special: Brave; Impervious; Magma; Resilient

Brave: Unit is immune to fear and chaos
Impervious: Unit is immune to targetable enemy physical effects
Magma: If unit is killed in battle, the enemy unit that killed friendly unit receives a permanent -10 combat. This counts as a non-targetable physical effect
Mountainwalk: Can move through mountain terrain at X movement points per hex
Resilient: Unit is immune to non-targetable enemy physical effects

Miners

Cost to Produce: 200
Upkeep: 0
Turns to Build: 2
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 7
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 4
Special: Mine

Mine: When unit is in a hill or mountain hex, unit may use the Mine skill. Mine generates 5 gold. This ability may only be used once per turn by unit and only one unit may use this skill on any given hill or mountain hex per turn
Mountainwalk: Can move through mountain terrain at X movement points per hex

Mountain Monks

Cost to Produce: 500
Upkeep: 0
Turns to Build: 7
Attack: 40
Defend: 40
Hitpoints: 3
Movement: 13
Vision: 3
Terrain Combat Bonus: +10 in hills; +10 in mountains
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 2
Special: Equanimity; Focused; Immunity; Impervious; Mindful; Resilient

Equanimity: Unit is immune to non-targetable magic effects
Focused: Unit is immune to non-targetable psychic effects
Immunity: Unit is immune to targetable magic effects
Impervious: Unit is immune to targetable physical effects
Mindful: Unit is immune to targetable psychic effects
Resilient: Unit is immune to non-targetable physical effects
Mountainwalk: Can move through mountain terrain at X movement points per hex

Runesmith

Cost to Produce: 1,000
Upkeep: 10
Turns to Build: 4
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 9
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Craft

Craft: Once per turn, unit with craft may buff one friendly unit in stack +5 permanent combat value; any unit may only ever receive one craft bonus

Stormcaller

Cost to Produce: 1,100
Upkeep: 10
Turns to Build: 3
Attack: 25
Defend: 25
Hitpoints: 2
Movement: 8
Vision: 5
Terrain Combat Bonus: +10 in hills; +10 in mountains
Terrain Movement Bonus: 1 movement point per hex in hills; Mountainwalk 4
Special: +25 against flying units; +5 to stack against flying units; Consecration; Incinerate to stack

Consecrate: Enemy units with respawn or reanimate killed by a unit with consecrate cannot respawn or reanimate
Incinerate: Enemy units with respawn killed by a unit with incinerate cannot respawn
Mountainwalk: Can move through mountain terrain at X movement points per hex

Titan

Cost to Produce: 3,000
Upkeep: 50
Turns to Build: 8
Attack: 75
Defend: 75
Hitpoints: 4
Movement: 14
Vision: 6
Terrain Combat Bonus: +10 in hills; +10 in mountains
Terrain Movement Bonus: 2 movement point per hex in hills; Can lead stack through hills at 2 movement per hex; Mountainwalk 2
Special: Aloof; Carry; Detection; Earthbound; Inviolable; Purity; Vigilance 999%

Aloof: Unit may not be targeted by friendly skills or abilities; Unit does not receive bonuses applied by friendly units (e.g., a unit with aloof would not receive a bonus from a pegasus morale bonus or a paladin courage bonus, for example)
Carry: Unit may carry up to two potions
Detection: Unit may see stealth units
Earthbound: Unit may not use portals or rifts to teleport; May not teleport (e.g., cannot be teleported by a spell or ability)
Inviolable: Unit has equanimity, focused, immunity, impervious, mindful, and resilient
Purity: Unit is immune to disease
Mountainwalk
: Can move through mountain terrain at X movement points per hex
Vigilance: Reduces enemy ambush by X%