/0 Empty
##

/1 Hit Points +1
#Increase the unit's vitality.#

/2 Hit Points +2
#Increase the unit's vitality.#

/3 Hit Points +3
#Increase the unit's vitality.#

/4 Attack +1
#Increase the damage done by the unit in a melee attack.#

/5 Attack +2
#Increase the damage done by the unit in a melee attack.#

/6 Attack +3
#Increase the damage done by the unit in a melee attack.#

/7 Counterattack +1
#Increase the damage done by the unit in a retaliatory strike.#

/8 Counterattack +2
#Increase the damage done by the unit in a retaliatory strike.#

/9 Counterattack +3
#Increase the damage done by the unit in a retaliatory strike.#

/10 Defense +1
#Increase the unit's defense against melee attacks.#

/11 Defense +2
#Increase the unit's defense against melee attacks.#

/12 Defense +3
#Increase the unit's defense against melee attacks.#

/13 Ranged Defense +1
#Increase the unit's defense against arrows and other missiles.#

/14 Ranged Defense +2
#Increase the unit's defense against arrows and other missiles.#

/15 Ranged Defense +3
#Increase the unit's defense against arrows and other missiles.#

/16 Resistance +1
#Increase the unit's defense against magic attacks and harmful spells.#

/17 Resistance +2
#Increase the unit's defense against magic attacks and harmful spells.#

/18 Resistance +3
#Increase the unit's defense against magic attacks and harmful spells.#

/19 Speed +1
#Increases the unit's movement speed.#

/20 Ranged Attack +1
#Increase the unit's shooting strength.#

/21 Ranged Attack +2
#Increase the unit's shooting strength.#

/22 Ranged Attack +3
#Increase the unit's shooting strength.#

/23 Range +1
#Increase the maximum firing range.#

/24 Range +2
#Increase the maximum firing range.#

/25 Hit Points +4
#Increase the unit's vitality.#

/26 Healing +1
#Increases the number of hit points healed by the unit.#

/27 Ammo +1
#Increase the number of shots that the unit can take.#

/28 Ammo +2
#Increase the number of shots that the unit can take.#

/29 Ammo +3
#Increase the number of shots that the unit can take.#

/30 Stamina +1
#Increase the unit's energy reserve.#

/31 Stamina +2
#Increase the unit's energy reserve.#

/32 Stamina +3
#Increase the unit's energy reserve.#

/33 Morale +1
#Increase the unit's courage.#

/34 Morale +2
#Increase the unit's courage.#

/35 Morale +3
#Increase the unit's courage.#

/36 Health +1
#Increases the unit's vitality and energy.#

/37 Health +2
#Increases the unit's vitality and energy.#

/38 Strength +1
#Increases the damage done by the unit in a melee attack or a counterattack.#

/39 Strength +2
#Increases the damage done by the unit in a melee attack or a counterattack.#

/40 Armor +1
#Increases defense against melee and ranged attacks.#

/41 Armor +2
#Increases defense against melee and ranged attacks.#

/42 Willpower +1
#Increases defense against magic attacks and harmful spells. Increases the unit's morale.#

/43 Willpower +2
#Increases defense against magic attacks and harmful spells. Increases the unit's morale.#

/44 Flying
#The unit can fly over other units and impassable hexes. It takes him 1 movement point to pass over any terrain, without spending any stamina. The unit ignores the special terrain features as well.#

/45 Floating
#The unit can float over other units. To pass through any hex, he spends 1 movement point and no stamina.#

/46 First Strike
#A special ability allowing the unit to perform a counterattack before he is actually struck by an enemy.#

/47 Armorpiercing Shot
#The unit's missile attacks ignore half of the enemy's ranged defense.#

/48 Indefatigability
#The unit spends no stamina on any actions.#

/49 Intrepidity
#The unit's morale remains unchanged at all times.#

/50 Double Shot
#A special ability allowing the unit to take 2 shots at the target at once by spending some stamina.#

/51 Recuperation +1
#The unit will restore 1 more stamina point while resting.#

/52 Meditation
#The unit will restore his ammo while resting.#

/53 Collect Ammo
#This special ability allows the trooper to collect a few units of ammunition per turn.#

/54 Healing
#A special ability allowing the unit to heal a friendly unit within shooting range.#

/55 Berserker
#When heavily wounded, the unit falls into battlerage. His attack value increases by 2 and wounds cease to affect it. The berserker's morale never falters.#

/56 Agility
#The unit receives an ability to avoid the enemy's counterattack in melee.#

/57 Magic Strike
#The unit's melee attack inflicts magic damage, which is only mitigated by the enemy's resistance, not defense.#

/58 Magic Shot
#The unit's ranged attack inflicts magic damage, which is only mitigated by the enemy's resistance, not defense.#

/59 Forced March
#A special ability allowing the unit to increase his movement by 1 point (active for 1 turn) by spending some stamina.#

/60 Spell Immunity
#The unit is not affected by any spells.#

/61 Lesser Undead
##

/62 Forest Knowledge
#The unit becomes a forest expert. He spends only 1 movement point to pass through a forest hex. Moreover, the unit's increased knowledge of the woods gives him some additional defense when on a forest hex.#

/63 Hills Knowledge
#The unit becomes a hills expert. He spends only 1 movement point to pass through a hill hex, without wasting any stamina. Moreover, the unit's increased knowledge gives him some additional defense when fighting on a hill hex.#

/64 Swamp Knowledge
#The unit becomes a swamp expert. He spends only 1 movement point to pass through a swamp hex, without wasting any stamina. Moreover, the unit's increased knowledge gives him some additional defense when fighting on a swamp hex.#

/65 First Aid
#A special ability allowing the unit to partially heal his wounds while resting.#

/66 Healing
#A special ability allowing the unit to heal a friendly unit within shooting range.#

/67 Charge
#The unit deals additional damage in melee, depending on how far the opponent was from the unit.#

/68 Does not fight
#The unit can't attack or counterattack the enemy in melee.#

/69 Armorpiercing Strike
#The unit's weapon is improved, allowing him to ignore half of the enemy's defense.#

/70 Stunning Blow
#Each of the unit's attacks drains the enemy of 1 stamina point.#

/71 Poison Attack
#The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.#

/72 Poison Immunity
#The unit becomes immune to poison.#

/73 Hex
#An enemy struck by this unit is affected by a curse reducing its attack, armor, and resistance by 1. The hex is active for 4 turns. The enemy's resistance can reduce its duration.#

/74 Steal Ammo
#An ability allowing the unit to reduce the enemy's ammo in a melee attack.#

/75 Damage Armor
#The unit learns to inflict severe damage on the enemy's armor in melee, decreasing its defense by 1.#

/76 Petrification
#This special type of ranged attack allows the unit to turn the enemy into a statue for 3 turns. The petrified enemy cannot do anything, but its defense is increased. The enemy's resistance can reduce the duration of petrification.#

/77 Web
#This special ranged attack allows the unit to entangle an enemy in a web for 2 turns. An entangled enemy can't do anything. The higher the enemy's attack is, the quicker it will free itself.#

/78 Poison Bite
#The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.#

/79 Necrophagy
#A special ability allowing the unit to devour the dead bodies, thereby restoring 10 hit points.#

/80 Intimidation
#When attacking in melee, the unit reduces the morale of an enemy by 1.#

/81 Crippling Strike
#When attacking in melee, the unit reduces the speed of an enemy by 1. This effect lasts for 2 turns.#

/82 Damage Weapon
#When attacking in melee, the unit reduces the attack values of an enemy by 1. This effect lasts for 3 turns.#

/83 Parry
#When the unit is attacked in melee for the first time in a given turn, his defense is increased by 2.#

/84 Forager
#The unit learns to obtain food by hunting. His salary is reduced by 4 gold.#

/85 Parry +2
#The unit's parrying skill improves, allowing him to increase his defense against the first melee attack an enemy makes against him in a given turn.#

/86 Marauder 10
#After the battle, the unit plunders some trophies, reducing the loot income by 10~.#

/87 Marauder 15
#After the battle, the unit plunders some trophies, reducing the loot income by 15~.#

/88 Plunderer 10
#The unit spends his free time plundering, reducing the income from a province he is stationed in by 10~.#

/89 Crushing Blow
#A special skill allowing the unit to perform a second melee attack per turn at the expense of some stamina. This attack inflicts half as much damage.#

/90 Fire Arrows
#The unit is taught to employ the flaming arrows, inflicting magic damage on the enemy in addition to standard damage.#

/91 Fire Arrows +1
#Increases the magic damage inflicted by the unit's missiles.#

/92 Become a Spearman
#A Militiaman can receive new armor and weapons and join the active service as a full-fledged spearman.#

/93 Berserker +1
#Increases the attack bonus received by the unit when falling into battlerage.#

/94 Healing
#A special ability allowing the unit to heal a friendly unit within shooting range.#

/95 Berserker
#When heavily wounded, the unit falls into battlerage. His attack value increases by 5 and the wounds cease to affect it. The berserker's morale never falters.#

/96 First Aid
#A special ability allowing the unit to partially heal his wounds while resting.#

/97 Regeneration
#This unit recovers 3 hit points per turn.#

/98 Regeneration +1
#Increases the number of hit points the unit recovers each turn.#

/99 Siege
#Increases the fortress destruction speed by 2.#

/100 Siege +1
#Increase the unit's fortress destruction speed.#

/101 Siege
#Increases the fortress destruction speed by 3.#

/102 Soul Stealing
#After killing an enemy in melee, the unit steals its soul, restoring 5 hit points.#

/103 Smite Evil
#The unit inflicts additional damage on enemies whose souls are tainted by evil.#

/104 Trample +2
#Increases the upper threshold of hit points an enemy unit has to be under in order to be susceptible to trampling.#

/105 Trample
#When attacking an enemy in melee, the unit can trample it down if enemy has 15 or fewer hit points left after the attack. Having made the kill, the unit moves to the hex formerly occupied by the enemy.#

/106 Cause Disease
#Whenever the unit inflicts melee damage on an enemy, he infects the target with a disease.#

/107 Attack All Enemies
#The unit attacks all enemies in the neighboring hexes.#

/108 Round Attack
#A special ability allowing the unit to spend some stamina to attack all the enemies in the neighboring hexes.#

/109 Roots
#When attacking an enemy in melee, the unit entangles it with his roots, preventing it from moving for 3 turns.#

/110 First Aid
#A special ability allowing the unit to partially heal his wounds while resting.#

/111 Trample
#When attacking an enemy in melee, the unit can trample it down if enemy has 10 or fewer hit points left after the attack. Having made the kill, the unit moves to the hex formerly occupied by the enemy.#

/112 Bloodsucker
#When inflicting melee damage on the enemy, the unit restores hit points equal to 50~ of the damage dealt.#

/113 Intimidation
#When attacking in melee, the unit reduces the morale of the enemy by 3.#

/114 Heavy Missiles
#The unit receives special missiles able to damage the target's armor, reducing its ranged defense by 1.#

/115 Curse Spell
#The unit is taught to cast Curse, which reduces the target's attack and defense.#

/116 Vulnerability Spell
#The unit is taught to cast Vulnerability, reducing the target's defense and resistance.#

/117 Fireball Spell
#The unit is taught to cast Fireball, striking several enemies at once with magic fire.#

/118 Bless Spell
#The unit is taught to cast Bless, increasing the target's defense and attack.#

/119 Exorcism Spell
#The unit is taught to cast Exorcism, inflicting damage on demons and the undead.#

/120 Air Shield Spell
#The unit is taught to cast Air Shield, increasing the target's ranged defense and resistance.#

/121 Fear Spell
#The unit is taught to cast Fear, reducing the target's morale.#

/122 Raise Skeleton Spell
#The unit is taught to cast Raise Skeleton, creating a skeleton from a fallen unit's dead body.#

/123 Inspiration Spell
#The unit is taught to cast Inspiration, restoring the target's morale.#

/124 Summon Imp Spell
#The unit is taught to cast Summon Imp, summoning an imp in a neighboring hex. In doing so, the unit loses 3 hit points.#

/125 Dispel Spell
#The unit is taught to cast Dispel, dispelling enemy incantations and inflicting damage on summoned creatures.#

/126 Life Drain Spell
#The unit is taught to cast Life Drain, inflicting damage on the target and healing the caster's wounds.#

/127 Precise Strike +1
#The unit is taught to make precise attacks in melee, ignoring part of the enemy's defense.#

/128 Precise Shot +1
#The unit is taught how to aim before shooting, ignoring part of the enemy's ranged defense.#

/129 Precise Strike 2
#The unit is taught to make precise attacks in melee, ignoring part of the enemy's defense.#

/130 Precise Shot 2
#The unit is taught how to aim before shooting, ignoring part of the enemy's ranged defense.#

/131 Soul Stealing +1
#After killing an enemy in melee, the unit recovers more hit points.#

/132 Poison Shot +1
#The unit's missiles are envenomed, allowing it to poison an enemy with a ranged attack. The higher this ability, the more lethal the poison.#

/133 Poison Strike
#The unit's melee attack will poison the enemy. The higher this ability is, the more damage the poison inflicts.#

/134 Collect Ammo
#This special ability allows the trooper to collect a few units of ammunition per turn.#

/135 Astral Energy Spell
#The unit is taught to cast Astral Energy, restoring the target's stamina and increasing its resistance. The target gets an additional turn.#

/136 Raise Zombie Spell
#The unit is taught to cast Raise Zombie, creating a zombie from a fallen unit's dead body.#

/137 Master of the Undead
#Raises slain enemies as skeletons.#

/138 Haste Spell
#The unit is taught to cast Haste, increasing the target's movement points and gradually restoring its stamina.#

/139 Slow Spell
#The unit is taught to cast Slow, reducing the target's movement points and making it gradually lose its stamina.#

/140 Poison +1
#Increases poison damage by 1.#

/141 Restoration Spell
#The unit is taught to cast Restoration, restoring a friendly unit's hit points and mitigating negative effects.#

/142 Word of Power Spell
#The unit is taught to cast Word of Power, allowing it to control an enemy unit for 1 turn.#

/143 Resurrection Spell
#The unit is taught to cast Resurrection, allowing it to bring a slain friendly unit back to life.#

/144 Mass Curse Spell
#The unit is taught to cast Mass Curse, reducing the combat attributes of the entire enemy army.#

/145 Petrification
#This special ranged attack allows the unit to turn the enemy into a statue for 6 turns. The petrified enemy cannot do anything, but its defense is increased. The enemy's resistance can reduce the duration of petrification.#

/146 Petrification +1
#Increases the duration of petrification by 1.#

/147 Poison Flesh
#The flesh of this creature is so venomous that anyone attacking it in melee will be intoxicated with a poison of 2-point strength.#

/148 Poison Flesh +1
#The creature's flesh is made even more poisonous, affecting the strength of the poison affecting anyone who attacks it in melee.#

/149 Energy Control
#The ability to control magic energy allows the unit to ignore 2 points of target's resistance while using a magical ranged attack.#

/150 Energy Control +1
#The ability to control magic energy is increased, allowing the unit to ignore an additional point of enemy resistance while using a magical ranged attack.#

/151 Poison Shot
#The unit poisons the target with its missiles, making it lose 2 hit points per turn over 3 turns.#

/152 Reincarnation
##

