But if you have your own special abilities you’d like to see, go ahead and post them and explain what they do. Keep in mind, the more convoluted they are, the less likely they are to go in (e.g. Moonlit Dance – if full moon, target unit has a chance of doing a special dance that causes adjacent units to mimic dance draining them of their will to live if they have an intelligence less than 8 but greater than 4).
There are lots of good ideas I'm seeing people put up so I won't list a bunch (ok I changed my mind, see end of post). What'd I'd like to know though is there a way to limit what abilities are available? There isn't any class ability tied to units that I can see so what is to stop me from making a unit that can backstab, do a crushing blow, spit acid and bring down a rain of stones? Having all abilities available to everyone dimishes the uniqueness of each one and in turn makes them less interesting. Not to mention you will inevitably end up with some super-combos that everyone will start taking. I'd like to see the abilities limited in some fashion. You can do this through tech, race, stats, classes or whatever just don't let them get out of control.
As far as actual abilities for heroes I also hope they make sense. I see you have an ability called Deadly Bite. I think it would be rather odd to see my human hero have this skill for instance. Also you have another called Poison Shot. This sounds like an arrow so it should require that the hero owns a bow to use it. Personally I would like to see most supernatural like abilities come from items and not skills. Skills should be things like backstab, crushing blow, sprint, etc and maybe a few special spell-like ones for heroes that are from a magical race or have essence. Maybe you could make spell-like skills require that the sovereign invest essence to give it to the hero.
Here are a few abilities also. Some of these are not combat related as I'm not sure if you are referring to abilities you get when you level up or just combat abilities in general that are used in tactical combat. I haven't read through all the posts so forgive any repeats.
Mana Drain - only through items or for supernatural units
Life Drain - only through items or for supernatural units
Mana Duel (you and target caster have a mental duel that lasts a number of turns, loser is severly damaged and loses all mana. Winner loses 1/2 mana. How long it lasts depends on difference in skill level)
Mana Focusing (spells cost less to cast or you get a mana bonus)
Ability bonuses (like +5 strength for instance, just give them nice names like mighty or tough as nails)
Shard mastery (you pick one element that you get bonuses with, could even give a small penalty to other elements but then the bonus would need to be more significant)
Camoflage (unit is harder to see on the campaign map, only shows up if another group is adjacent or has some counter ability)
Various resource improvement abilities (hunting: gives +1 food, etc)
Duel wield - hero can now wield another weapon in his offhand
Critical strike - each blow has a chance (or increased chance) of dealing double damage
Pathfinder - unit reduces movement costs for every one with him in rough terrain. Allows movement through mountains (1 square per turn regardless of movement rate)
Forestwalker - unit moves through forest like they were plains (can have similar abilities for other terrain)
Some ability that gives a morale bonus to the army the hero is with
Rapid fire - hero can fire a bow twice as fast
Dirty fighting - blinds the target for one turn causing them to have greatly reduced attack for 1 turn
Terror - unit causes great fear in units. All units with out terror get a small penalty to morale at the start of combat. Any unit attacked directly by this unit loses twice as much morale as it normally would
Disciplined - unit is more resistant to morale loss
Quick strike - unit gets 1 extra attack per turn if using a weapon that does not give a combat speed penalty
Dodge - unit gets +2 defense in melee
Damage resistance - unit picks one type of damage that they become more resistant to (maybe 10% resistance)
Weapon expertise - pick a type of weapon, get medium +attack and small combat speed bonus with that weapon
Stench - only through items or for supernatural units. Unit smells so bad that anyone attacking them gets -3 attack and -2 defense
Ok, think that's enough for now. Need to do some other stuff.