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In contrast to normal Abilities, unit abilities are performed by the unit and not the player. All units have the ability "Heal", but certain abilities are more limited. These can be found in the bottom black bar when a Unit is selected, as can upgrades.

Using an ability takes up all your unit's actions and the unit will not be able to be used until next turn. You cannot use an ability if your unit has moved or attacked.

If you want to find out more about Unit Upgrades and see a list of Units, visit the Units page. If you are looking for the sets of skills that change how units behave, see Unit Skills.

Recover

All units have this ability. This allows you to heal a certain amount of health points to the caster, but will use up its move (it will not be able to move or attack in that move). You may not heal if you have already attacked or moved.

If in your territory, the unit will heal 4 health. Everywhere else, it will heal 2.

If a unit has not done any actions in its turn, it will automatically heal.

Heal Others

This is an ability exclusive to units with the heal stat, of which the only example is the Mind Bender.

This ability allows you to heal 4 health to all friendly units within a 3x3 radius except for the caster.

Disband

This ability is unlocked for all units once the Free Spirit tech is researched. Disband destroys the unit and refunds you half the cost of training it. More on the Disband page.

Freeze Area

This is an ability exclusive to units with the freeze area stat, of which the only examples are the Mooni and the Gaami, exclusive to the Polaris tribe.

This ability allows you to convert all tiles in a 3x3 area centered on the caster into Polaris terrain, and freezes all water tiles into ice. This applies even if the caster has been converted to another tribe.

Break Ice

All units have this ability. It allows you to break all ice tiles within a 3x3 area centered on the caster. This does not affect Polaris land, and can only be used if adjacent to an ice tile.

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