Cover Specialist	Cover Specialist	Combat Bonus: +25% on rugged terrain	2/6
Furious Charge	Furious Charge	Damage: +20% Melee	2/6
Blade Wall	Bladewall	Resistance: +30 Melee	2/4/5
Turtle1	Turtle	Resistance: +35 Missle	3/7/8/9/10
Endurance	Endurance	Resistance: +15 Elemental Magic, +15 Death Magic	3/5
Perspective	Perceptive	"Exp in turn: +1"	3/6
City Fighter	City Fighter	Combat Bonus: +25% on city tiles	4/5/8
Forced March	Forced March	Movement Points: +1	4/7/8/9/10
First Aid	First Aid	Regeneration: +2	5/9
Pathfinding	Pathfinders	Passability: Dense, Poor, Hilly, Dense and Hilly	6/9
Finishers	Finishers	Damage: +29% to weakened units (under 50% HP).	7
Warrior Spirit	Warrior's spirit	Damage: +25% Spirit Magic	8
Evasive	Evasive	Resistance: +25 Missile, +25 Elemental Magic	8/9
Swordmaster	Swordmaster	Damage: +20% Melee, Resistance: +20 Melee	10

--Creature
Sharp Tooth	Sharp Tooth	Damage: +30% Melee	2/4
Pathfinding	Pathfinders	Passability: Dense, Poor, Hilly, Dense and Hilly	2/5
Recon Specialist	Recon Specialist	Sight Range: +1	2/6/7
Perspective	Perceptive	"Exp in turn: +1"	3/7
First Aid	First Aid	Regeneration: +2	3
Forced March	Forced March	Movement Points: +1	3/4/6
Avoidance	Avoidance	Resistance: +15 Melee, +15 Missle	4/5
Cover Specialist	Cover Specialist	Combat Bonus: +25% on rugged terrain	4/8/9
Endurance	Endurance	Resistance: +15 Elemental Magic, +15 Death Magic	5/10

Poisonous Bite	Poisonous Bite	Damage: +25% Death Magic	7
Survival	Survival	Fleet of foot(Instead of being destroyed in combat the unit flees with 1 hp left.)	8
Frenzy	Frenzy	Does not lose movement points after attacks that finish a unit.	8/9

True Sight	True Sight	Can see invisible units.	6/7/9/10
Invisibility	Invisibility	Can only be seen from the adjacent hex.	10

--Ranged
Cover Specialist	Cover Specialist	Combat Bonus: +25% on rugged terrain	2/6/7
Wide Formation	Wide Formation	Resistance: +25 Missle	2/5
Marksman	Marksman	Damage: +20% Missle	2
Endurance	Endurance	Resistance: +15 Elemental Magic, +15 Death Magic	3/5
Perspective	Perceptive	"Exp in turn: +1"	3/6
Dodge	Dodge	Resistance: +25 melee	3/4/7
Forced March	Forced March	Movement Points: +1	4/8/9/10
Sniper	Sniper	Unit power: +20%	4
Recon Specialist	Recon Specialist	Sight Range: +1	5/9/10
Pathfinding	Pathfinders	Passability: Dense, Poor, Hilly, Dense and Hilly	6/9
First Aid	First Aid	Regeneration: +2	7
Fire Arrow	Fire Arrow	Damage: +20% Elemental Magic	8
City Fighter	City Figher	Combat Bonus: +25% on city tiles	8/9
City Destroyer	City Destroyer	Damage: +100% when attacking cities and forts.	10

--Caster
Elemental Wrath	Elemental Wrath	Damage: +20% Elemental Magic	2
Wind Shield	Wind Shield	Resistance: +25 missle	2/6/7
Endurance	Endurance	Resistance: +15 Elemental Magic, +15 Death Magic	2/5/6
School of Necromancy	School of Necromancy	Damage: +30% Death Magic	3/7
Perspective	Perceptive	"Exp in turn: +1"	3/5
Forced March	Forced March	Movement Points: +1	3/4/6/7
Secret Knowledge	Secret Knowledge	Resistance: +25 Spirit Magic, +25 Life Magic	4/8/9/10
Wind Aura	Wind Aura	Resistance: +25 Missile Effect is applied to all neighboring friendly units	4
Finishers	Finishers	Damage: +29% to weakened units (under 50% HP).	5/9/10
Warrior Spirit	Warrior's spirit	Damage: +25% Spirit Magic	6/7
Advanced Endurance	Advanced Endurance	Resistance: +35 Elemental Magic, +35 Death Magic	7/10
Aura of Wrath	Aura of Wrath	Unit Power +10%; Applies to all nearby units (and self)	8/9
Wizard power	Wizard's Power	Unit Power +20%	8/9
Levitate	Levitate	Flying	10

--Healer
Elemental Wrath	Elemental Wrath	Damage: +20% Elemental Magic	2/5/6
Death Resillience	Death Resilience	Resistance: +30 Death Magic	2/6/7/9
Healing Power	Healing Power	Healing Power: +20%	2/4
Life Attack	Life Attack	Damage: +30% Life Magic	3/4/7
Avoidance	Avoidance	Resistance: +15 Melee, +15 Missle	3/6/7
Elementary Resillience	Elementary Resillience	Resistance: +30 Elemental Magic	3/5
Elementary Resillience Aura	Elementary Resilience Aura	Resistance: +30 Elemental Magic. Effect is applied to all neighboring friendly units	4/7/8
Death Resillience Aura	Death Resilience Aura	Resistance: +30 Death Magic. Effect is applied to all neighboring friendly units	4/5/8/9/10
Healing Aura	Healing Aura	Regeneration: +5. Effect is applied to all neighboring friendly units	5/6/9/10
Forced March	Forced March	Movement Points: +1	6/7/9/10
Great Healer	Great Healer	Healing Power +29%	7/8/9/10
Fear	Fear	Enemies always retreat after fights	8/9
Field Medicine	Field Medicine	Unit Power +20%	8/9
Greater Healer	Greater Healer	Change the cooldowns of all actions: -1	10

--Construct
Armored Panels	Armored Panels	Resistance: +30 Missile	2/6
Armored Panels	Armor Plates	Resistance: +30 Melee	2/5
Heavy Stones	Heavy Stones	Damage: +30% Missile	2
Armor Plated	Armor Plated	Resistance: +15 Melee, +15 Missile	3/4/7/8/9/10
Perspective	Perceptive	"Exp in turn: +1"	3
Flaming Rocks	Flaming Rocks	Damage: +20% Elemental Magic	3/5
Highlander	Highlander	Combat Bonus: +25% on Hilly terrain. Passability: Hilly	4
Cover Specialist	Cover Specialist	Combat Bonus: +25% on rugged terrain	4/5/7
Stinky Shots	Stinky Shots	Damage: +20% Death Magic	5/6
Warlock Amulet	Warlock Amulet	Resistance: +20 Elemental Magic, +20 Death Magic	6/9/10
Skilled Cannoneer	Skilled Cannoneer	Unit Power +20%	7
Forced March	Forced March	Movement Points: +1	8/9
Repair	Repair	Regeneration: +5.	8
Finishers	Finishers	Damage: +29% to weakened units.	10

--Ship
Thick Hull	Thick Hull	Resistance: +15 Melee, +15 Missle	2/5/6
Accurate Shot	Accurate Shot	Damage: +30% Missle	2/4
Recon Specialist	Recon Specialist	Sight Range: +1	2/6/7
Oak Paneling	Oak Paneling	Resistance: +30 Missle, +30 Melee	3/4/7/8
Fiery Core	Fiery Core	Damage: +20% Elemental Magic	3/5/6
Perspective	Perceptive	"Exp in turn: +1"	3/6
Skilled Carpenter	Skilled Carpenter	Regeneration: +2	4/5
Skilled Navigator	Skilled Navigator	Movement Points: +1	4/5/7
Elemental Shield	Magic Shield	Resistance: +20 Elemental Magic, +20 Death Magic	5/9/10
Expert Gunners	Expert Gunners	Unit power: +20%	6/9
Cursed Cannonballs	Cursed Cannonballs	Damage: +20% Death Magic	7/8/10
Expert Carpenter	Expert Carpenter	Regeneration: +5	8
City Destroyer	City Destroyer	Damage: +100% when attacking cities and forts.	8/9
Flagship	Flagship	Movement Points: +1, Sight range: +1.	10

--Units
Fireball	Adds an Action: Fireball	Magister	

--Lords
Enchanted Shield	Resistance: +15 Elemental/Death	Caster Lords	2
Ball of fire	Ability: Elemental damage, Burn, 4 range, 3 c/d	Elder Witch	
Fortified Shield	 +15 Melee/Missile	Caster Lords	2
Demonic Fireball	Adds an Action: Demonic Fireball	
Summon Imps	Summons Imps
Shadowy Wings	Resistance: +50 Elemental Magic, Applies to all neighboring friendly units.		
Swordmaster	+20% melee damage, Resistance +20 Melee
Comfotable Shoes	 +1 Movement Points		
Lubricity	Resistance: +15 Elemental damage, +15 death damage		
Prince's Curse	Applies Rat Plague, range 2, cool-down 2 inflicts Death magic and decreases the target's Attack Power

--Rrat Prince	
Dark Shield	Resistance: +30 Death Magic		
Super Shot	Inflicts Death Magic to one unit Range 3, Cooldown 5

--First Sharpshooter
Aura of Suppression	unit power: -19% to all neighboring enemy units	First Sharpshooter	3
Poisoned Pikes	Damage: +50% Death Magic	First Sharpshooter	3
Gift of Enlightenment	Blessing: Nature's Grace	Shaman	3
Star of Medicine	Healing Power: +20%	Shaman	3

--Building Perks
Tried by Labyrinth	Tried by Labyrinth	Damage: +30% Melee	Minotaur Labyrinth (Minotaur Caves)	100 gold	Fighters, Creatures
Water of the Snake	Water of the Snake	Unit Power +20%	100 gold	Ranged, Healers
Fine Armor	Fine Armor	Resistance: +10 Missle, +20 Melee	Smithy	30 gold	Ranged, Creatures, Fighters
Masterwork Armor	Masterwork Armor	Resistance: +25 Missle, +25 Melee	Foundry (Iron)	50 gold	All
Silver Weaponry	Silver Weaponry	Damage: +20% Life Magic, +20% Spirit Magic	Silverwork Armory (Silver & Human)	50 gold	Fighters, Ranged
Drilled	Drilled	Unit Power +10%	Barracks	50 gold	Fighters, Ranged
Dwarven Steel	Dwarven Steel	Unit Power +20%	Dwarven forge (Dwarven Settlement)	100 gold	Fighters, Creatures, Constructs
Enchanted Weapons	Enchanted Weapons	Damage: +25% Elemental Magic	Enchanter's Workshop (Magic Node)	100 gold	Fighters, Casters, Ranged
Protection Amulets	Protection Amulets	Resistance: +35 Elemental, +35 Death	Jewelry Shop (Gems)	100 gold	Fighters, Creatures, Ranged, Casters, Healers
Nevril Armor	Nevril Armor	Resistance: +40 Missle, +50 Elemental	Nevril Smelter (Nevril)	175 gold	Fighters, Creatures, Ranged, Casters, Healers
Adamantium Armor	Adamantium Armor	Resistance: +45 Melee, +45 Death, +20 Spirit	Adamantium Smelter (Adamantium)	250 gold	All
Protection Potions	Protection Potions	Resistance: +20 Missile, +40 Elemental	Magic Bazaar	75 gold	Casters, Healers
University Education	University Education	Unit Power +10%	University	100 gold	Casters, Healers, Constructs
Ghost Armor	Ghost Armor	Resistance: +25 Elemental, +25 Spirit, +25 Life	Field of Ghosts (Pumpkins & Undead)	50 gold	Creature, Caster
Masters of War	Masters of War	"Exp in turn: +1"	War University (Halberdhall)	60 gold	Fighters, Creatures, Ranged, Casters, Healers, Constructs
Blessing of the Hill o Win	Hill O' Win	Regeneration: +3/turn	Rotten Pumpkin (Pumpkin & Monster)	75 gold	Fighters, Creatures, Ranged, Casters, Healers
Magical Transformer	Magical Transformer	Unit Power +20%	Converter (Magic Fields & Undead)	150 gold	Casters, Healers, Constructs
Silver Brewery	Silver Brewery	Resistance: +35 Elemental, +35 Death	Silverwork Brewery (Silver & Monster)	50 gold	Creatures, Healers
Lightweight Armor	 +1 Movement Points	Design Department (Neveril- Elves DLC)	200 Gold	Fighters, Ranged, Casters, Healers,

Spell Perks
Wind Walking	Passability: Dense, Poor, Hilly, Dense and Hilly	Wind Walking	40 mana	2 mana	 -
Frost Weapon	Damage: +20% Elemental Magic	Frost Weapon Enchant	20 mana	1 mana	 -
Water Walking	Unit can walk on water	Water Walking	50 mana	2 mana	 -
Magic Shield	Immune to banes	Magic Shield	30 mana

10 Dauros rep

3 mana	 -
True Sight	Can see Invisible units	True Sight	75 mana	3 mana	 -
Basic Melee Resistance	Resistance: +25 Melee	Melee Resistance	20 mana	1 mana	 -
Basic Elemental Resistance	Resistance: +25 Elemental	Elemental Resistance	50 mana	1 mana	 -
Basic Arrow Resistance	Resistance: +25 Missile	Range Resistance	20 mana	1 mana	 -
Far Seeing	 +1 Sight Range	Eagle Eye	45 mana	1 mana	 -
Levitation	Unit can fly	Levitation	150 mana	10 mana	 -
Fire Weapon	Damage: +50% Elemental	Fire Weapon Enchant	30 mana	3 mana	 -
Life Weapon	Damage: +50% Life	Life Weapon Enchant	68 mana	3 mana	 -
Vampiric Weapon	Damage: +50% Death,Vampirism: 30%	Vampire Weapon Enchant	140	5 mana	 -
Dauros Total Protection	Immune: Melee,Immune: Missle,Immune: Death Magic,Immune: Life Magic,Immune: Elemental Magic,Stunned,Shielded	Total Protection	80 mana	None	2 turns

--Innate perks
Poison	 +50% Death Magic	Rogues, Ratman Robbers, Ratman Pirates, Paladins of Life
Strong Poison	 +100% Death Magic	Cutthroats
Life's Wrath	 +50% Life Magic	Healers, Gold Dragon
Spirit Claws/Spirit Flame	 +50% Spirit Magic	Noble Werewolves, Court Werewolves, Shadow of Vendral
Fire Arrow	 +25% Elemental Magic	Archers of Helia
Magic Arrows	 +100% Elemental Magic	Elven Sharpshooters
Paladin	 +50% Life Magic	Paladins of Dauros, Paladins of Life
Demolisher	 +100% to cities and forts	
Trolls, Catapult, Dwarves, Flying Galleus

Resistance
Basic Armor	+20 Melee,+40 Missile	Warriors, Blademasters, Skeleton Veterans
Advanced Armor	+40 Melee,+60 Missile	Veterans, Halberdiers, Archers of Helia, Krolm's Housecarld, Dwarves, Champions of Grum-Gog
Excellent Armor	+60 Melee,+80 Missile	Paladins of Dauros, Paladins of Death, Royal Guardsmen
Life's Blessing	 +25 Elemental Magic	Clerics, Healers
Thick Hide	 +25 Melee	All Goblins, Trolls, All Bears, Bearman
Wind Shield	 +50% Missile	Magisters, Ordained Shamans
Skeleton	 +75 Missile	All Skeletons, Ancient Liches
Mountain Blood	 +20 Elemental Magic, +10 Death Magic	Dwarves, Dwarven Overcomers
Strong Scales	 +30 Melee, +15 Missile	Leviathan, Sea Serpent
Dragon Scales	+15 Melee,+30 Missile,+50 Elemental Magic,+20 Spirit Magic	Red Dragon, Shadow of Vendral
Golden Scales	+30 Melee,+60 Missile,+50 Elemental Magic,+20 Death Magic	Gold Dragon