Classification abilities have no immediate effect on the unit, they are simply used as a reference for other effects
Animal[]
Classification: Animals have a natural affinity with the wild. While civilization regards animals as inferior creatures, their ability to survive in the wilderness is unrivaled. Animals move faster and can attune themselves better to their environment, especially in forests.
Archer[]
Classification: While Archers lack strong defensive capabilities, they possess very powerful ranged attacks. As a result, archers are most effective when they are being protected from enemy troops by your other units.
Armored[]
Classification: Armored units have increased but are susceptible to Armor Piercing.
Boat[]
Classification: This unit is awesome.
Cavalry[]
Classification: Cavalry are highly mobile units that can outmaneuver their enemies and Charge at them to deal extra damage. Cavalry are especially effective against Archers whose ranged advantage is negated by the superior movement capabilities of the mounts.
Movement[]
Movement abilities affect the terrain capabilities of the unit as well as the amount of required and/or invisibility on certain terrain on the Strategic Map.
Arctic Concealment[]
Movement: Invisible on arctic terrain on the Strategic Map.
Arctic Walking[]
Movement: -1 cost on arctic terrain.
Barrens Running[]
Movement: -1 cost on barrens terrain.
Blight Concealment[]
Movement: Invisible on blight terrain on the Strategic Map.
Cave Concealment[]
Movement: Invisible in the Underground on the Strategic Map.
Cave Crawling[]
Movement: -2 cost in the Underground.
Passive[]
Passive abilities are constantly affecting the unit.
Strategic abilities can be used on the Strategic Map.
Build a Fortress[]
Strategic: Start construction of a Fortress on target hex.
Construction takes 1
Build a Road[]
Strategic: Construct a road on target hex.
Build a Watchtower[]
Strategic: Start construction of a Watchtower on target hex.
Construction takes 1
Combat[]
A Combat ability can be used by the unit as its combat action for the round.
Absorb Pain[]
Combat: This unit links itself to target friendly unit that is not already linked. Any damage dealt to the linked unit is dealt to this unit instead. This effect lasts until the end of combat.
Can only be used once per combat.
Assassin's Strike[]
Combat: Perform a single melee attack with +10+5 that can't be retaliated against.
Can only be used once per combat
Befriend Animal[]
Combat: Attempt to take control of target enemy Animal unit.
Cooldown: 2
Bestow Iron Heart[]
Combat: Restore 15 to target friendly unit. That unit also gains +1+1 and Strong Will (until end of combat).
Can only be used once per combat.
Break Control[]
Combat: Remove all mind control afflictions on target unit.
Call Lightning[]
Combat: Deal damage to target unit or object and less damage to each unit and object in a 1 hex radius around it.
Affliction: The unit disappears at the end of combat. It is treated as Summoned for the purpose of other effects.
Controlled Undead[]
Affliction: Control of the Unit has switched via Control Undead.
At end of combat, control becomes permanent.
Panicked[]
Affliction: The unit can't be controlled. At the start of its owner's turn, it attempts to move away from enemies and (if the owner initiated the battle) flee the battle.