Proposed Canon
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.
The information behind knowledge based specials, such as seafarer, can be taught to other units, but this will not enable them to acquire the relevant stats.
When viewed by Parson 3D Glasses, these abilities under the four basic statistics under the heading Special.
 List of Specials
|| Flying units can Move through the air without falling.
|| Dwagons, Vampires, Archons, Hippo-crates
|| Water units can Move through the water without drowning.Erf-b1-p060
|| Forest units can move through and attack flying units in forests. Erf-b1-p046a
|| Gumps, Woodsy Elves, Rangers
| Mountain-capableFirst Intermission 49
|| Mountain units can move through and attack in mountains.
|| Dance fighting units sing and dance while fighting.Erf-b1-p111
Units that are Dance Fighting gain a bonus, a multiplier, while in combat.Erf-b1-p125
Units without Dance Fighting can be led through MagicErf-b1-p128 or innate abilityErf-b1-p127 of the leader.
|| The ability to dig through earth and city walls.
|| Diggers, Marbits, Gobwins
|| Allows a Unit to create Coins and other items, is a form of natural Dollamancy.
|| A Unit with Leadership:
|| Warlords, Archons
|| A Caster:
| 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.
|| Seafarer, Warlords
|| 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.
| Fire image name not found Please Add to Template Erf-b2-pKlog5]
|| Can create a controlled Fire.
|| Red dwagon
| Fire Resistance image name not found Please Add to Template Erf-b2-pKlog5]
|| Immunity to Fire.
|| Red dwagon
Parson has mentioned Poison and Regeneration has possible natural abilities.Erf-b1-p040a Archons are said to have some form of limited Foolamancy, Thinkamancy, Shockamancy and Dollamancy.
|| Unit can heal wounded allied Units.
|| Altruist Elves, Lofty Elves
| Breath Weapon
|| Allows the Unit to use a short/medium range "breath" attack before or instead of melee.
| Remote Visual Link
|| Unit's Commander is able to see through the Unit's eyes from afar.
|| Allows the unit to capture and imprison units using it's body.
|| Tannenbaum, Gwiffon
|| Allows the unit to Capture other units.
|| 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
|| Probably increases the Unit's Defence. Armor may also be Equipment instead of an ability.
|| Plated Dwagons
|| 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.
|| Heavy units are stronger than normal units, but may not ride mounts, and have restricted access to tunnels depending on the base unit type.
|| Twolls, Giants
|| Light units can enter tunnels.Erf-b1-p098a This may simply include non-heavy units (rather than a special ability).
|| The ability to breach walls.Erf-b1-p126
|| Can be ridden by humanoid units.
|| Dwagons, Sourmanders, High Horse
|| Allows the unit to Copy another's special.