Elves
Blinkers
Cost to Produce: 1,000
Upkeep: 10
Turns to Build: 4
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in Forest
Special: Blink
Blink: Once per turn, unit may teleport to any visible hex
Eagle Riders
Cost to Produce: 1,500
Upkeep: 15
Turns to Build: 5
Attack: 30
Defend: 30
Hitpoints: 2
Movement: 32
Vision: 6
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Detection; Flying; Mount
Detection: Once per turn, unit may teleport to any visible hex
Mount: Hero units may ride mount unit, gaining the mounted units max movement speed and movement related attributes (e.g., flying, terrain movement bonuses)
Exarchs
Cost to Produce: 1,400
Upkeep: 15
Turns to Build: 4
Attack: 32
Defend: 32
Hitpoints: 2
Movement: 22
Vision: 5
Terrain Combat Bonus: +10 combat in forest
Terrain Movement Bonus: 2 movement points per hex in forest
Special: Ambush 40%; Detection; Evade 70%; Invisibility 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
Detection: Unit can see stealth units
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)
Healer
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 4
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Heal stack 15%
Heal stack: Any time a friendly unit in stack loses a hitpoint in combat, that friendly unit has a % chance to heal one hitpoint
Moon Priest
Cost to Produce: 1,750
Upkeep: 10
Turns to Build: 7
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 14
Vision: 3
Terrain Combat Bonus: 2 movement points per hex in forest
Terrain Movement Bonus: N/A
Special: Moon’s blessing
Moon’s blessing: All friendly units (global) receive +1 movement. This effect can stack
Seer
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 7
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 18
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Bolster 15; Carry
Bolster: Unit adds X to hero ruin lore combat value
Carry: Unit may carry up to two potions
Shadowblades
Cost to Produce: 1,000
Upkeep: 8
Turns to Build: 4
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 18
Vision: 4
Terrain Combat Bonus: +20 combat in cities
Terrain Movement Bonus: 2 movement points per hex in forest
Special: Ambush 75% in cities; Invisibility in cities; 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
Starcallers
Cost to Produce: 1,000
Upkeep: 10
Turns to Build: 6
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 14
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in forest
Special: Starcall
Starcall: Once per turn, unit may cast Starcall on an adjacent enemy stack; Each unit in enemy stack rolls a d100. Units that roll a 85 or higher are destroyed. This effect counts as a non-targetable physical effect
Thornweaver
Cost to Produce: 500
Upkeep: 5
Turns to Build: 3
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 16
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in forest
Special: Thorns
Thorns: All units in enemy stack receive -3 combat until the end of battle; This effect can stack; This counts as a non-targetable physical effect
Wisp
Cost to Produce: 500
Upkeep: 1
Turns to Build: 3
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 12
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Flying; Invisibility; Truesight
Truesight: Unit can see stealth and invisible units
Dryads
Cost to Produce: 500
Upkeep: 4
Turns to Build: 4
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in forest
Special: Sleep; Stealth in forest
Sleep: If enemy stack is on a forest hex, unit may cast sleep on adjacent enemy stack. Sleep stuns all units in enemy stack until the beginning of friendly player's next turn. This counts as a non-targetable psychic effect
(Stun: unit may not attack, move, or use spells or abilities; unit may still defend if attacked)
Elves
Cost to Produce: 800
Upkeep: 6
Turns to Build: 1
Attack: 18
Defend: 18
Hitpoints: 2
Movement: 18
Vision: 4
Terrain Combat Bonus: +10 combat in forest
Terrain Movement Bonus: 2 movement points per hex in forest
Special: +10 combat versus flying units; Stealth in forest
Fairy
Cost to Produce: 1,600
Upkeep: 5
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: +4 movement to stack; Equanimity to stack; Flying; Immunity to stack
Equanimity: Unit is immune to enemy non-targetable magic effects
Immunity: Unit is immune to enemy targetable magic effects
Moon Dancers
Cost to Produce: 750
Upkeep: 6
Turns to Build: 3
Attack: 25
Defend: 1
Hitpoints: 2
Movement: 18
Vision: 3
Terrain Combat Bonus: +10 combat in forest
Terrain Movement Bonus: 1 movement points per hex in forest
Special: Ambush 15%; Equanimity; Evade 100%; Immunity
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
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
Sanctifier
Cost to Produce: 1,000
Upkeep: 10
Turns to Build: 4
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 18
Vision: 4
Terrain Combat Bonus: +10 combat in forest
Terrain Movement Bonus: 2 movement points per hex in forest
Special: Carry; Consecration to stack; Purity to stack
Carry: Unit has an X% chance to kill the enemy unit that destroyed unit after combat (post combat mechanic)
Consecration: Enemy units with respawn or reanimate killed by a unit with consecration cannot respawn or reanimate
Purity: Unit is immune to disease
Sentinels
Cost to Produce: 2,000
Upkeep: 10
Turns to Build: 5
Attack: 50
Defend: 50
Hitpoints: 3
Movement: 18
Vision: 4
Terrain Combat Bonus: +10 combat in forest; +10 defend when defending in city
Terrain Movement Bonus: 2 movement points per hex in forest
Special: Focused; Mindful; Purity; Vigilance 50%
Focused: Unit is immune to non-targetable psychic effects
Mindful: Unit is immune to targetable psychic effects
Purity: Unit is immune to disease
Vigilance: Reduces enemy ambush by X%
Stag Riders
Cost to Produce:900
Upkeep: 8
Turns to Build: 3
Attack: 25
Defend: 20
Hitpoints: 2
Movement: 26
Vision: 5
Terrain Combat Bonus: +20 in forest
Terrain Movement Bonus: 2 movement points per hex in forest; Can lead stack at 2 movement points per hex in forest
Special: Evade 20%; Stealth when in forest
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
Strikers
Cost to Produce: 1,250
Upkeep: 10
Turns to Build: 2
Attack: 35
Defend: 10
Hitpoints: 2
Movement: 18
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in forest
Special: N/A
Treant
Cost to Produce: 900
Upkeep: 3
Turns to Build: 7
Attack: 40
Defend: 40
Hitpoints: 4
Movement: 6
Vision: 2
Terrain Combat Bonus: +25 combat in forest
Terrain Movement Bonus: 1 movement point per hex in forest; Can lead stack at 1 movement point per hex in forest
Special: Ambush 50% in forest; Earthbound; Focused; Invisible in forest; Mindful; 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
Earthbound: Unit may not use portals or rifts to teleport; May not teleport (e.g., cannot be teleported by a spell or ability)
Focused: Unit is immune to non-targetable psychic effects
Mindful: Unit is immune to targetable psychic effects
Unwanted: If unit ends turn within a city, unit is destroyed