Elves
Blinkers
Cost to Produce: 1,000
Upkeep: 10
Turns to Build: 3
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)
Dragon Hunter
Cost to Produce: 1,500
Upkeep: 8
Turns to Build: 3
Attack: 20
Defend: 20
Hitpoints: 2
Movement: 20
Vision: 5
Terrain Combat Bonus: +10 combat in swamps
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Dragon hunter; Stealth
Dragon hunter: +40 when fighting dragons; If unit is in a battle when the enemy stack has a dragon (or dragons), unit fights enemy dragon(s) first. If there are multiple dragons, unit fights the dragon nearest the front of the stack and moves through combat, fighting dragons first
Goblins
Cost to Produce: 50
Upkeep: 0
Turns to Build: 1
Attack: 3
Defend: 3
Hitpoints: 2
Movement: 12
Vision: 2
Terrain Combat Bonus: +10 combat in swamp
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Ambush 5%; Burrow 5%; Swarm 1
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
Burrow: Unit may choose to burrow, becoming stealth. If an enemy unit enters the hex, 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 on the same turn that an enemy unit enters the hex of the burrowed unit, the burrowed unit loses its burrow ambush bonus
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)
Hexer
Cost to Produce: 400
Upkeep: 2
Turns to Build: 3
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 22
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Hex; Unwanted
Hex: If unit is killed in combat, all units in enemy stack receive a permanent -1 movement speed. This counts as a non-targetable psychic effect
Unwanted: If unit ends turn within a city, unit is destroyed
Ogre Shaman
Cost to Produce: 1,200
Upkeep: 9
Turns to Build: 5
Attack: 40
Defend: 40
Hitpoints: 3
Movement: 8
Vision: 5
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: All ogres (including Ogre Shaman) in stack gain Swarm 3; Carry; Fear -10
Carry: Unit may carry up to two potions
Fear: -X combat to all units in enemy stack until the end of battle; This counts as a non-targetable psychic effect
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)
Shaman
Cost to Produce: 750
Upkeep: 5
Turns to Build: 3
Attack: 5
Defend: 5
Hitpoints: 2
Movement: 14
Vision: 4
Terrain Combat Bonus: +10 combat in swamp
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Bloodlust; Bolster 2; Carry
Bloodlust: Once per turn, unit may bloodlust all other units in stack; Bloodlusted units permanently gain +7 combat and +5 movement and are reduced to one hitpoint (no matter what their starting hitpoints); Bloodlusted units may never have more than one hitpoint
Bolster: Unit adds X to hero ruin lore combat value
Carry: Unit may carry up to two potions
Traps
Cost to Produce: 200
Upkeep: 2
Turns to Build: 2
Attack: 1
Defend: 1
Hitpoints: 1
Movement: 6
Vision: 1
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Ambush 0%; Burrow 70%; 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
Burrow: Unit may choose to burrow, becoming stealth. If an enemy unit enters the hex, 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 on the same turn that an enemy unit enters the hex of the burrowed unit, the burrowed unit loses its burrow ambush bonus
Unwanted: If unit ends turn within a city, unit is destroyed
Wild Boyz
Cost to Produce: 500
Upkeep: 3
Turns to Build: 3
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 20
Vision: 3
Terrain Combat Bonus: +10 combat in swamp
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Wild
Wild: During battle, gains +5 combat for each enemy unit in enemy stack until the end of battle (bonus max at 8 enemy units [+40 combat])
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
Gobbo
Cost to Produce: 1,000
Upkeep: 5
Turns to Build: 5
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 16
Vision: 3
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Carry; Gobbo grab; Invisible; Item carry
Carry: Unit may carry up to two potions
Gobbo grab: Once per turn, unit may reveal all items on adjacent enemy hero (both items being worn and items in backpack) and then steal one of those items
Item carry: Unit may carry up to four hero items (unit cannot use hero items)
Goblin Fanatics
Cost to Produce: 400
Upkeep: 4
Turns to Build: 1
Attack: 30
Defend: 1
Hitpoints: 2
Movement: 10
Vision: 2
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: 40% chance to attack adjacent friendly unit in stack (occurs at the start of each combat within battle)
Goblin Lumberjacks
Cost to Produce: 150
Upkeep: 1
Turns to Build: 2
Attack: 1
Defend: 1
Hitpoints: 2
Movement: 18
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: 2 movement points per hex in forest and swamp
Special: Timber
Timber: Unit may use Timber skill to transform forest hex to grassland hex; To complete this, unit must move into forest hex, use skill, then remain in that hex without moving the entirety of friendly player's turn (turn 1) and player's next turn (turn 2); At the beginning of turn 3, forest is transformed into grassland, 30 gold is generated, and unit may move again
Griblits
Cost to Produce: 25
Upkeep: 0
Turns to Build: 1
Attack: 2
Defend: 2
Hitpoints: 2
Movement: 12
Vision: 1
Terrain Combat Bonus: +15 combat in desert
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Disease 8%
Disease: Unit has an X% chance to kill the enemy unit that destroyed unit after combat (post combat mechanic)
Orcs
Cost to Produce: 400
Upkeep: 3
Turns to Build: 2
Attack: 20
Defend: 20
Hitpoints: 2
Movement: 15
Vision: 3
Terrain Combat Bonus: +10 in swamp
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Ambush 20% in swamp
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
Ogres
Cost to Produce: 800
Upkeep: 5
Turns to Build: 3
Attack: 35
Defend: 35
Hitpoints: 3
Movement: 8
Vision: 4
Terrain Combat Bonus: N/A
Terrain Movement Bonus: N/A
Special: Trample -5
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
Swamp Walkers
Cost to Produce: 800
Upkeep: 6
Turns to Build: 3
Attack: 28
Defend: 28
Hitpoints: 2
Movement: 22
Vision: 3
Terrain Combat Bonus: +10 combat in swamp
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Ambush 25%; Evade 50%; Invisibility when in swamp; 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)
War Boss
Cost to Produce: 1,500
Upkeep: 15
Turns to Build: 3
Attack: 15
Defend: 15
Hitpoints: 3
Movement: 18
Vision: 4
Terrain Combat Bonus: +10 combat in swamp
Terrain Movement Bonus: 2 movement points per hex in swamp
Special: Gains +3 combat per goblin in stack; Gains +6 combat per orc in stack
Wolf Riders
Cost to Produce: 1,000
Upkeep: 4
Turns to Build: 3
Attack: 10
Defend: 10
Hitpoints: 2
Movement: 26
Vision: 4
Terrain Combat Bonus: +10 combat in forest; +10 combat in hills; +10 combat in swamp; +10 combat in tundra
Terrain Movement Bonus: 2 movement points per hex in forest, hills, swamp, and tundra
Special: Ambush 25%; Detection; Evade 50%; Swarm 2 (with wolves and wolf riders);
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)
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)