Some units have abilities that can achieve unconventional results, and can be used when not on Turn.Erf-b1-p46a These abilities are named Natural Abilities.
Erfworlders are intrinsically limited in their learning ability. A few specials, such as dance fighting, appear to be trainable. But for the most part, while the information behind knowledge based specials such as seafarer can be taught to other units, this will not enable them to acquire the relevant stats. When Gobwin Knob first acquired access to firearms, Parson was able to use them somewhat proficiently without the aid of an auto-special. But all the native Erfworlders found themselves almost completely unable to use them without the auto-special, and practice did not help. Even units with the pre-existing archery specials were only a little better and were unable to learn archer specialist, rifle.
List of Specials
|Acid||A form of attack that can eat away at enemies and their equipment.||Sourmanders|
|Archery||Archer-class units have a much greater chance of hitting targets with projectiles than non-archers.||Archers, some Woodsy Elves, some Shady elves||Erf-b1.5-p6|
|Archer specialist, knives||A specialized variant of archer-class units specialized on throwing knives.||Albert Zamusselss||Hvs.tCF 40|
|Capture||Allows the unit to capture and imprison units. The special comes with a capacity that decides how many units it can imprison and a second capacity to determine how many it can transport.||Double eagles, Gwiffons, Megalogwiff||WB2014 Duke Forecastle - Part 8|
|Dance-Fighting||Dance fighting units sing and dance while fighting.
Units that are Dance Fighting gain a bonus, a multiplier, while in combat. Units without Dance Fighting can be led through Magic or innate ability of the leader.
|Digging||The ability to dig through earth and city walls.||Diggers, Marbits, Gobwins, Felgercarbs|
|Drain life||Allows to drink blood in place of rations.||Transylvito Vampires|
|Fabrication||Allows a Unit to create Coins and other items, is a form of natural Dollamancy.||Twolls||Erf-b1-p040a|
|Fire||Can create a controlled Fire.||Red dwagons||LIAB 99a|
|Fire Resistance||Immunity to Fire.||Red dwagons||LIAB 99a|
|Flyer||Flying units can Move through the air without falling.||Dwagons, Vampires, Archons, gwiffons, megalogwiffs, buttresses, Hippo-crates, Double eagles||Erf-b1-p040a|
|Forest-capable||Forest units can move through and attack flying units in forests.||Gumps, Woodsy Elves, Rangers||Erf-b1-p062|
|Heir||An heir will become ruler of a side immediately upon the ruler croaking or abdicating. If the new ruler's side owns at least one city, then the side continues as before. If it has no uncontested cities of its own, then the side falls and the new ruler becomes a barbarian.||Heirs||Wiki Canon|
|Leadership||A Unit with Leadership:||Warlords, Archons||Erf-b1-p040a|
|Luckamancy reserve||Stores luckamancy. The special comes with a capacity that decides how much luckamancy it can store.||Double eagles||WB2014 Duke Forecastle - Part 8|
|Mountain-capable||Mountain units can move through and attack in mountains.||Giants||LIAB Prologue 28|
|Seafarer||Provides their full move to the ship move if they are part of the crew. Units without this special only provide one move and add to the attack power of a ship's Shockmancy beam weapons. Offsetting these advantages is the fact that they are apparently unable to tame feral units.||Seafarers, Warlords||WB2014 Duke Forecastle - Part 1|
||Scouts, Toy soldiers||Hvs.tCF 43|
|Water-capable||Water units can Move through the water without drowning.||Seafarers||Erf-b1-p060|
It has been implied that units that can optionally pop with random specials, such as warlords, recieve penalties to balance out the advantages of their special. For example, Seafarer warlords are unable to tame and are burdened by superstition to an almost crippling degree. And Jillian has implied that warlords without specials are "solid".IPTSF Text 29
List of Likely Specials
|HealingErf-b1-p022||Unit can heal wounded allied Units.||Altruist Elves, Lofty Elves|
|Aquatic||Unit is incapable of drowning, can dive to the depths of sea hexes, and has no move penalty in water. However, this special come with penalties when the unit is removed from the water and may even make land movement impossible.||Quakken|
|Breath Weapon||Allows the Unit to use a short/medium range "breath" attack before or instead of melee.
In terms of game mechanics, a Yellow Dwagons battlecrap is also considered a breath attack.
|Remote Visual Link||Unit's Commander is able to see through the Unit's eyes from afar.||Doombats|
|Farming||Allows the unit to increase output of farms, akin to courtiers managing a City.||Farmer|
|Tunneling||A unit capable of using natural Dirtamancy to dig tunnels.||Spidew, Gobwin, Marbit|
|Tunnel-capable||A Heavy Unit capable of entering tunnels.||Spidew, Sourmander|
|Tunnel Fighter||Provides a bonus at fighting in tunnels (These could be the same Ability, applied to Heavy and Light Units respectively.||Gobwin, Marbit|
|ArmoredErf-b1-p077||Probably increases the Unit's Defence. Armor may also be Equipment instead of an ability.||Plated Dwagons|
|Poison||Since all poison, both magical and mundane, are Flower Power, units with the Poison rule may possess Natural Flower Power. Poisons may have different kinds of damaging effects, such as instant kills or draining hits over time even when not in combat.||Spidew|
|SiegeErf-b1-p046a||The ability to breach walls.Erf-b1-p126|
|Mount||Can be ridden by humanoid units.||Dwagons, Sourmanders, High Horse|
|Beam weapon||Shoots shockamancy blasts similiar to the ones shot by a ship.||Gun whalesWB2014 Duke Forecastle - Part 25|
|Mimic||Allows the unit to Copy another's special.||Copycat|