Dusk Hoplet
From Heroes of Might and Magic: Olden Era Official Wiki
Dusk Hoplet |
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Faction |
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Tier II |
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Cost 250 (Upgrade cost) ( 65 |
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Base growth +9 |
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Squad value 216 |
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| Stats | |||
Health 18
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Attack 7
Base: 6 Increase: +1 |
Defense 7
Base: 5 Increase: +2 |
Damage 4-8
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Morale 2
Base: 1 Increase: +1 |
Luck 1
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Initiative 9
Base: 6 Increase: +3 |
Speed 5
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| Other Info | |||
Dwelling |
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| Related Units | |||
Upgrade B Dusk Hoplet |
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| Internal ID | |||
| twinkle_upg_alt | |||
Dusk Hoplets are upgraded tier-II units of the
Grove faction. They can be recruited from Hop Patch II.
They are one of the upgrades of the
Hoplet, the other being the
Dawn Hoplet.
Description
Whenever nature and magic intertwine, the results are always unpredictable. Closer to their firefly origins, dusk hoplets release bursts of magical energy as the Sun sets and night begins to creep in. The spectacle is nothing short of breathtaking.
Abilities
Creature Type
Magic Creature
A beast or beast-like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so.
–3 to 3Morale range
–5 to 5Luck range
YesFallen Magic creatures can be raised as Undead after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Movement Type
Flying
Movement ignores obstacles and traps.
Passive Ability
Magic Core
Upon death, this creature increases the hero’s Spell Power by 1 until the end of the battle.
Active Ability
Leeching Hop
Special
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
Takes [ 2 + 1 per 6 units in the stack ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Active Ability
Bloom
Special
Cost:
1 Focus ChargeCooldown: 1 roundTier I
Increases the hero’s Spell Power by 2 until the end of round.Laws
This unit is affected by the following Faction Laws:
Hoplet growth in your cities increases by 2/4/6. They always deal maximum Damage.
Tier ICost: 3/2/1
Law Seals
Your Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.
Tier VCost: 5
Law Seals
Tier-2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier IICost: 2
Law Seals
Tier-2 creature growth in your cities increases by 4.
Tier IICost: 2
Law Seals
Strategy
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