Guile Infiltrator
From Heroes of Might and Magic: Olden Era Official Wiki
Guile Infiltrator |
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Faction |
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Tier II |
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Cost 160 (Upgrade cost) ( 40 |
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Base growth +13 |
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Squad value 145 |
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| Stats | |||
Health 13
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Attack 6
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Defense 4
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Damage 3-6
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Morale 0
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Luck 2
Base: 1 Increase: +1 |
Initiative 6
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Speed 7
Base: 5 Increase: +2 |
| Other Info | |||
Dwelling |
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Specialist hero |
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| Related Units | |||
Upgrade A Guile Infiltrator |
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| Internal ID | |||
| assassin_upg | |||
Guile Infiltrators are tier-II units of the
Dungeon faction. They can be recruited from Safe House II.
They are one of the upgrades of the
Infiltrator, the other being the
Bleak Infiltrator.
Description
Handpicked by Spymaster Caspair, guile infiltrators are selected for missions demanding extreme precision and the ability to carry out tasks without leaving a trace. They excel at manipulating external politics and managing debtors.
Abilities
Creature Type
Living
A fully sentient inhabitant of Jadame.
–5 to 5Morale range
–3 to 3Luck range
YesFallen Living creatures can be raised as Undead after battle.
Attack Type
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Movement Type
Blink
Teleports directly to destination hex, ignoring obstacles and traps.
Passive Ability
Weak Spot
Lucky Strikes deal +100% Damage, and the maximum possible Luck is increased to 5.
Passive Ability
Staggering Hits
Attacks prevent the target from counterattacking until the end of the round.
Note: The effect is equivalent to level 1
Shackles.
Alternative Attack
Fighting Style: Hit and Run
This creature will return to its original position after attacking, but deal –50% Damage.
Does not spend Focus Charges.
Does not spend Focus Charges.
Active Ability
Shadowstrike
Attack
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
Deals basic attack Damage to any enemy, ignoring their Defense.Specialist Hero
Infiltrator growth in your cities increases by 1.
Under his command, Infiltrators gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Infiltrators lose an equal amount of Attack and Defense.
Under his command, Infiltrators gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Infiltrators lose an equal amount of Attack and Defense.
Laws
This unit is affected by the following Faction Laws:
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
Your Infiltrators deal 1.5 times more Damage when using their Fighting Style. They gain 2/4 HP.
Tier IICost: 3/2
Law Seals
Tier-2 creature growth in your cities increases by 4.
Tier IICost: 2
Law Seals
Strategy
Nothing yet. Maybe you can add it...?


