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		<title>Combat System</title>
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		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{loc}}&lt;br /&gt;
===Overview===&lt;br /&gt;
Battles in Heroes of Might and Magic take place on rectangular battlefields, with individual hex spaces representing spaces a unit can occupy. Your army is positioned on one side, with the enemy army on the opposite. Most battles will have various objects strewn about which represent hex spaces that may not be occupied by unit stacks. These obstacles can act as choke points to funnel enemy units though, or as natural walls for ranged units to position to protect themselves from enemy melee units. When besieging an enemy city, roughly half of the battlefield will be taken up by the defender&#039;s city walls which must be destroyed before becoming passable by ground troops.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Updated battlefield.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Turn order &amp;amp; Movement speed===&lt;br /&gt;
Combat is divided into rounds. During each round, unit stacks take turns moving across the battlefield and attacking enemy units. A round ends once all units from both sides have acted or used their abilities.&lt;br /&gt;
&lt;br /&gt;
Across the top of the battlefield interface, there will be a row of icons representing every creature stack in the battle and the order in which they will be taking their turns during the current round. This order is mostly determined by a creature&#039;s initiative ([[File:Icon Stats Initiative.png|22px]]) &amp;amp; speed ([[File:Icon Stats Speed.png|22px]]) values. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiative determines how soon a creature can act during battle, while speed indicates how far a creature is able to move during its turn. Most units will have their initiative and speed values be fairly close to each other, but there are some examples of creatures who are able to act very soon in combat but cannot move very far, and creatures with low initiative but very high speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Chanter.png|800px]][[File:Unthinkable shoth.png|800px]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a tie in initiative, turn priority will go to creatures with the higher speed value. If multiple creature stacks have equal initiative &amp;amp; speed values, the turn order will shift back and forth between either side. With regard to allied troops that are first to act, the move order will additionally be sorted by how they appear in the order they appear in the hero&#039;s army slots, from left to right. This applies even if units are arranged differently on the battlefield during the Tactics phase. After all unit stacks on both sides have had an opportunity to move, attack, or take another action, the battle will move on the next round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Note:&amp;lt;/span&amp;gt; In the first round of battle, if both sides have creatures with identical initiative and speed values, the tie break for moving first will go to the attacker. It appears that odd numbered rounds will give initiative priority to the attacker, while defenders are given priority on even-numbered rounds.&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal full screen.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|Considering the previous example, if the attacker also had another creature with higher initiative, that creature would take the first action, and then the next action would go to the defending side, and then back to the attacker, and so on. It appears that the game tries to give equal opportunity to act to both sides as much as possible. If the stack of Griffins were to die, then the round order would change to have the attacker&#039;s Guard Captains take the first action. &amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal minimized.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waiting &amp;amp; Skipping turns===&lt;br /&gt;
Other than Attacking or using [[Abilities]], unit stacks also have two additional options to take when it is their turn.&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wait&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: The &#039;Wait&#039; option will push that unit&#039;s action to the end of the turn order. Once a unit has taken this option, their initiative will essentially be flipped, with the highest Initiative units taking their turn after everything else has acted. Having your units wait during battles can be very advantageous, as you can force lower initiative to take their turn first, either having to stay in place or move towards you, allowing you to take the first attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Skip Turn&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: This option will simply end your unit&#039;s turn without them having taken an action or moving. While it is generally a good idea to always be maneuvering your units into better position or attacking your enemy&#039;s units, it is sometimes the best move to do nothing. Sometimes you will want your weaker units to not attack a powerful enemy stack because the retaliation will greatly hurt or kill them, or perhaps you have a small stack of a weak unit positioned next to an enemy ranged unit to prevent them from shooting at your more powerful stack of creatures. Other times you may be blocking your ranged units from being attacked by having small stacks of weaker creatures standing in the way of the enemy, and you want them to waste their actions killing off them instead of attacking the ranged units behind them.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Units can use one of three basic attack types on the battlefield:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;line-height:220%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Used against units in adjacent hexes. Will trigger a counterattack, in most cases.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Long Reach Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Target enemy units exactly one hex away. These attacks do not provoke a counterattack. Units with Long Reach attacks can often also engage in melee if needed.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Can target any enemy on the battlefield, except when an enemy is in an adjacent hex; in that case, the unit may only move or perform a melee attack. Ranged attacks deal reduced damage if the target is more than three hexes away: damage decreases by 10% per additional hex, up to a maximum of 50% reduction.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
When a creature attacks another, the damage inflicted is increased by the attacker&#039;s Attack ([[File:Icon Stats Attack.png|22px]]ATK) value and reduced by the defender&#039;s Defense ([[File:Icon Stats Defense.png|22px]]DEF) value.&lt;br /&gt;
&lt;br /&gt;
The Attack and Defense of the hero is added to the Attack and Defense of the creatures under their command. &lt;br /&gt;
&lt;br /&gt;
The damage is multiplied by (1 + 5% × attacker&#039;s [[File:Icon Stats Attack.png|22px]] ATK), then divided by (1 + 5% × defender&#039;s [[File:Icon Stats Defense.png|22px]]DEF). An other equivalent formula is: (20 + [[File:Icon Stats Attack.png|22px]] ATK) / (20 + [[File:Icon Stats Defense.png|22px]]DEF). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, if a Swordsman (4 Attack, 4 Defense) were to attack a Skeleton (4 Attack, 1 Defense), the modifier would be (20 + 4) / (20 + 1), for a result of 1.14. This means that when the Swordsman attacks the Skeleton, it will deal 2-3 Damage (its Damage value on its stats page) multiplied by 1.14. This results in a final damage calculation of 2.28 - 3.42 (Damage is rounded up to next whole number if over .5, and rounded down if under .5).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; justify-content:center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|+ Damage modifier formula: (1 + 5% × ATK) / (1 + 5% × DEF) − 1&lt;br /&gt;
|-&lt;br /&gt;
! DEF \ ATK !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 10 !! 15 !! 20 !! 25 !! 30 !! 35 !! 40&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0% || +5% || +10% || +15% || +20% || +25% || +50% || +75% || +100% || +125% || +150% || +175% || +200%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -5% || 0% || +5% || +10% || +14% || +19% || +43% || +67% || +90% || +114% || +138% || +162% || +186%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -9% || -5% || 0% || +5% || +9% || +14% || +36% || +59% || +82% || +105% || +127% || +150% || +173%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -13% || -9% || -4% || 0% || +4% || +9% || +30% || +52% || +74% || +96% || +117% || +139% || +161%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -17% || -12% || -8% || -4% || 0% || +4% || +25% || +46% || +67% || +88% || +108% || +129% || +150%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -20% || -16% || -12% || -8% || -4% || 0% || +20% || +40% || +60% || +80% || +100% || +120% || +140%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -33% || -30% || -27% || -23% || -20% || -17% || 0% || +17% || +33% || +50% || +67% || +83% || +100%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -43% || -40% || -37% || -34% || -31% || -29% || -14% || 0% || +14% || +29% || +43% || +57% || +71%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -50% || -48% || -45% || -43% || -40% || -38% || -25% || -12% || 0% || +12% || +25% || +38% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -56% || -53% || -51% || -49% || -47% || -44% || -33% || -22% || -11% || 0% || +11% || +22% || +33%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -60% || -58% || -56% || -54% || -52% || -50% || -40% || -30% || -20% || -10% || 0% || +10% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -64% || -62% || -60% || -58% || -56% || -55% || -45% || -36% || -27% || -18% || -9% || 0% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -67% || -65% || -63% || -62% || -60% || -58% || -50% || -42% || -33% || -25% || -17% || -8% || 0%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a Table showing common Attack Modifiers and how they impact the resulting Damage:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:80%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: center; width: 45%;&amp;quot; | Damage Modifiers&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align: center; width: 35%;&amp;quot; | Damage Formula&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + [[File:Skill_Offense.png|22px]] Offense (15%/20%/25% Dmg Bonus)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [1.15;1.20;1.25]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + Defending Creature has [[File:Skill_Defense.png|22px]] Defense (15%/20%/25% Dmg Reduction)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [0.85;0.80;0.75]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Overall Formula for Damage Calculations&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) × Bonus1 × Bonus2 × ... × BonusN × Crit &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) × Bonus1 × Bonus2 × ... × BonusN × Crit / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |colspan=2 style=&amp;quot;text-align:left;&amp;quot;| Example : &amp;lt;br&amp;gt; Attacking creature: 12-16 damage, 10 creatures, &amp;lt;br&amp;gt; 13 ATK + 9 ATK from the hero + hero has skill [[File:Skill_Offense.png|22px]] Offense 2  (20% Dmg Bonus) &amp;lt;br&amp;gt; The attack is a [[File:Skill_Luck.png|22px]] Lucky Strike &amp;lt;br&amp;gt; Defending Creature: 10 DEF + 8 DEF from the hero + hero has skill [[File:Skill_Defense.png|22px]] Defense 3  (25% Dmg Reduction) &lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + 13 + 9) / (20 + 10 + 8) × 1.25 × 0.75 × 1.5 &amp;lt;br&amp;gt; = 42 / 38 × 1.38 = 1.5253 &amp;lt;br&amp;gt; 10 × 1.5253 × [12–16] = [183–244] --&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As more and more modifiers get added into the mix, however, calculating damage can be more complicated, as bonuses to specific kinds of damage (Tag-based Damage) are grouped differently than bonuses that affect all types of damage (All-type Damage).&lt;br /&gt;
&lt;br /&gt;
The full formula is: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;text-align:center;&amp;quot;&lt;br /&gt;
|(Unit Count) x (Unit Damage) x (Attack / Defense Modifier) x (All-type Damage Modifiers) x (Tag-based Damage Modifiers) x (Other independent Modifiers) x (Luck Modifier) = Damage Range.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All-Type Damage Modifiers: The parameters are inAllDmgMod​ or outAllDmgMod​ in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of All-Type Damage Modifiers: Radiant Armor, Naira&#039;s Way, Adaptation: Attack / Defense ([[Scorpion]] Ability)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-Based Damage: The parameters are inDmgMods or outDmgMods in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of Tag-Based Damage: Offense / Defense skills, Blessing spell, Favorable Wind / Optical Illusion&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Basically, if the spell / effect / skill calls out specific kinds of damage, then it is Tag-based. If it does not specify a particular source, then it should fall under the &amp;quot;All-type&amp;quot; category.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Other independent Modifiers: Other parameters, such as range penalty, walls reducing ranged damage taken, and extra damage against summoned units, Apex Predator ([[Reaver]]), Jousting Bonus ([[Cavalry]]), Luck is also part of this.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Other notes&amp;lt;/span&amp;gt;: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The Attack / Defense Modifier has no upper limit, with a lower limit of 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Reduction from the All-type Damage Reduction category has no upper limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based damage bonuses/reductions categorized by tags are added within the same category and then multiplied across different categories, with the minimum result being at least 10%.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based modifiers for attackers and defenders are calculated separately.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regardless of damage adjustments, the final result will deal at least 1 point of damage. Unless a death immunity mechanism is in effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some calculation Examples:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_1.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* (3~4)&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1))&lt;br /&gt;
|* ((1 + 0.2) * (1 + 0.15))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: +10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * (3 ~ 4) * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1)) * ((1 + 0.2) * (1 + 0.15)) * ((1 - 0.25)*(1 - 0.2 - 0.3)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 55.71532838 ~ 74.28710451 → 56 ~ 74&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_2.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* 4&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1 - 0.3))&lt;br /&gt;
|* ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Masterful Blessing&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: +10% / -10%&amp;lt;br&amp;gt;Radiant Armor: -30%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Normal Damage:&amp;lt;/b&amp;gt;+35% (Blessing)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&amp;lt;br&amp;gt;+50% (Favorable Wind)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&amp;lt;br&amp;gt;-25% (Optical Illusion)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * 4 * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1 - 0.3)) * ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5)) * ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 47.96364375 → 48&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An edge case that triggers the Tag-based damage cap:&amp;lt;br&amp;gt;&lt;br /&gt;
Below is an image of a battle between two heroes with attack and defense bonuses listed on the screen.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial Attack / Defense Damage modifier: ( (36 + 20) / (12 + 20) ) → (56 / 32) = 1.75 &lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Mastery: Friendly creatures deal +10% and take -10% Ranged and Long Reach Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cover (Defense Subskill): Friendly creatures take —20% Damage from Ranged and Long Reach attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Expert Defense: Friendly creatures take —25% Damage from basic attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aegis: This creature and adjacent friendly creatures take —30% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Defense III (Creature Passive): Takes —60% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Optical Illusion: -50% Ranged Damage taken.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifier total: ( 1 - 25%) * (1 - 10% - 20% - 30% - 60% - 50%) = -52.5% → 10% &lt;br /&gt;
(-90% damage, result has to be 10% at minimum)&lt;br /&gt;
&lt;br /&gt;
All-Type Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radiant Armor: Takes -40% Damage from all sources.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, we have 100 Archangels attacking the Animated Armor &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Archangel attack / defense modifier against Animated Armor is 1.75. Archangel damage range is 50 - 75. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Multiplied with damage modifier we get a range of 5,000 - 7,500. That damage range gets multiplied with the modifier to come out to 8,750 - 13,125.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Next comes all-type damage modifiers. All modifiers get added together and then multiplied with the damage range. There are no all-type Damage bonuses, with one all-type damage reduction of 40% (radiant armor), so that becomes 5,250 - 7,875 &lt;br /&gt;
&amp;lt;li&amp;gt;Next is the tag-based bonuses and reductions. There are no tag-based bonuses, and a combined -180% from tag-based damage reductions, which gets capped at 90% damage reduction. Multiplying by .10 we get 525 - 787.5 (which becomes 788), which is our final damage result on the screen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full Formula written out with numbers from example:&lt;br /&gt;
&lt;br /&gt;
(100) x (50 - 75) x (1.75) x (0.6) x (0.1)  = 525 - 787.5 (which is rounded up to 788).&lt;br /&gt;
&lt;br /&gt;
===Spells &amp;amp; Hero abilities===&lt;br /&gt;
Moving and attacking with your units is not the only thing you can do while in Combat. Your Heroes are also able to cast powerful spells which can alter the flow of battle in your favor. Spells can damage enemy units directly, bestow positive effects on your units and negative effects on enemies, create obstacles on the battlefield itself, and more. Spells require spell points in order to cast them, which are determined based on your Hero&#039;s [[Hero Basics#Attributes|Knowledge]] stat. Spells can range in tiers from 1 - 5, and each tier of magic has increasingly more effective spells belonging to it. As spells rise in tier, their cost in spell points also rises, meaning that unless you have a very knowledgeable Hero, you are going to have to weigh your choices in combat. Individual spells also have their own levels of effectiveness that cause them to become more powerful depending on how skilled your hero is at magic. A full breakdown of spellcasting may be found [[Spellcasting|here]].&lt;br /&gt;
&lt;br /&gt;
===Creature abilities===&lt;br /&gt;
Aside from Spellcasting, Heroes &amp;amp; Creatures may also have access to several different Abilities they may use during battle. An Ability is similar to a Spell in that it is another way to interact with the battlefield, directly or indirectly, but they are powered by something called [[Focus|Focus Points]] instead. Focus is generated through the course of a battle by attacking and being attacked by enemy creatures, by certain Sub-Skills heroes can learn, and through certain kinds of Spells.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Morale is a combat modifier from your hero that can impact how effective your creatures are on the battlefield. Positive Morale will give your units a chance to act twice in combat, while creatures with negative Morale may lose their chance to act at all that round. Each point of positive Morale will grant a 4% chance to act twice during their turn, while each point of negative Morale will have a 4% chance for that creature to lose their action.&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Morale, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Morale bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Morale of your army, and having extra sources of Morale can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
Another thing that can influence creature morale is the number of different factions in your army. Having all of your creatures belong to one faction will give you +1 to their morale, while each additional faction present in your army will reduce morale by -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Luck===&lt;br /&gt;
Luck is the potential for a unit to deal extra damage (or reduced damage for bad luck) during combat. Each point of luck will give a 8% chance to get a Lucky or Unlucky strike during battle. Creatures deal 50% more damage on a Lucky strike, and 50% less damage on an unlucky strike. For a full description of the combat formula, visit [[Combat System#Damage|Combat System]].&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Luck, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Luck bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Luck of your army, and having extra sources of Luck can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
There are many gameplay modifiers that can influence Morale &amp;amp; Luck, such as [[Skills|Hero Skills]], [[Laws|Faction Laws]], &amp;amp; [[Artifacts]]. You may also receive temporary effects from Map Objects that can increase or decrease these stats.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=40877</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=40877"/>
		<updated>2026-09-04T03:30:52Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{loc}}&lt;br /&gt;
===Overview===&lt;br /&gt;
Battles in Heroes of Might and Magic take place on rectangular battlefields, with individual hex spaces representing spaces a unit can occupy. Your army is positioned on one side, with the enemy army on the opposite. Most battles will have various objects strewn about which represent hex spaces that may not be occupied by unit stacks. These obstacles can act as choke points to funnel enemy units though, or as natural walls for ranged units to position to protect themselves from enemy melee units. When besieging an enemy city, roughly half of the battlefield will be taken up by the defender&#039;s city walls which must be destroyed before becoming passable by ground troops.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Updated battlefield.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Turn order &amp;amp; Movement speed===&lt;br /&gt;
Combat is divided into rounds. During each round, unit stacks take turns moving across the battlefield and attacking enemy units. A round ends once all units from both sides have acted or used their abilities.&lt;br /&gt;
&lt;br /&gt;
Across the top of the battlefield interface, there will be a row of icons representing every creature stack in the battle and the order in which they will be taking their turns during the current round. This order is mostly determined by a creature&#039;s initiative ([[File:Icon Stats Initiative.png|22px]]) &amp;amp; speed ([[File:Icon Stats Speed.png|22px]]) values. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiative determines how soon a creature can act during battle, while speed indicates how far a creature is able to move during its turn. Most units will have their initiative and speed values be fairly close to each other, but there are some examples of creatures who are able to act very soon in combat but cannot move very far, and creatures with low initiative but very high speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Chanter.png|800px]][[File:Unthinkable shoth.png|800px]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a tie in initiative, turn priority will go to creatures with the higher speed value. If multiple creature stacks have equal initiative &amp;amp; speed values, the turn order will shift back and forth between either side. With regard to allied troops that are first to act, the move order will additionally be sorted by how they appear in the order they appear in the hero&#039;s army slots, from left to right. This applies even if units are arranged differently on the battlefield during the Tactics phase. After all unit stacks on both sides have had an opportunity to move, attack, or take another action, the battle will move on the next round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Note:&amp;lt;/span&amp;gt; In the first round of battle, if both sides have creatures with identical initiative and speed values, the tie break for moving first will go to the attacker. It appears that odd numbered rounds will give initiative priority to the attacker, while defenders are given priority on even-numbered rounds.&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal full screen.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|Considering the previous example, if the attacker also had another creature with higher initiative, that creature would take the first action, and then the next action would go to the defending side, and then back to the attacker, and so on. It appears that the game tries to give equal opportunity to act to both sides as much as possible. If the stack of Griffins were to die, then the round order would change to have the attacker&#039;s Guard Captains take the first action. &amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal minimized.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waiting &amp;amp; Skipping turns===&lt;br /&gt;
Other than Attacking or using [[Abilities]], unit stacks also have two additional options to take when it is their turn.&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wait&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: The &#039;Wait&#039; option will push that unit&#039;s action to the end of the turn order. Once a unit has taken this option, their initiative will essentially be flipped, with the highest Initiative units taking their turn after everything else has acted. Having your units wait during battles can be very advantageous, as you can force lower initiative to take their turn first, either having to stay in place or move towards you, allowing you to take the first attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Skip Turn&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: This option will simply end your unit&#039;s turn without them having taken an action or moving. While it is generally a good idea to always be maneuvering your units into better position or attacking your enemy&#039;s units, it is sometimes the best move to do nothing. Sometimes you will want your weaker units to not attack a powerful enemy stack because the retaliation will greatly hurt or kill them, or perhaps you have a small stack of a weak unit positioned next to an enemy ranged unit to prevent them from shooting at your more powerful stack of creatures. Other times you may be blocking your ranged units from being attacked by having small stacks of weaker creatures standing in the way of the enemy, and you want them to waste their actions killing off them instead of attacking the ranged units behind them.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Units can use one of three basic attack types on the battlefield:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;line-height:220%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Used against units in adjacent hexes. Will trigger a counterattack, in most cases.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Long Reach Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Target enemy units exactly one hex away. These attacks do not provoke a counterattack. Units with Long Reach attacks can often also engage in melee if needed.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Can target any enemy on the battlefield, except when an enemy is in an adjacent hex; in that case, the unit may only move or perform a melee attack. Ranged attacks deal reduced damage if the target is more than three hexes away: damage decreases by 10% per additional hex, up to a maximum of 50% reduction.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
When a creature attacks another, the damage inflicted is increased by the attacker&#039;s Attack ([[File:Icon Stats Attack.png|22px]]ATK) value and reduced by the defender&#039;s Defense ([[File:Icon Stats Defense.png|22px]]DEF) value.&lt;br /&gt;
&lt;br /&gt;
The Attack and Defense of the hero is added to the Attack and Defense of the creatures under their command. &lt;br /&gt;
&lt;br /&gt;
The damage is multiplied by (1 + 5% × attacker&#039;s [[File:Icon Stats Attack.png|22px]] ATK), then divided by (1 + 5% × defender&#039;s [[File:Icon Stats Defense.png|22px]]DEF). An other equivalent formula is: (20 + [[File:Icon Stats Attack.png|22px]] ATK) / (20 + [[File:Icon Stats Defense.png|22px]]DEF). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, if a Swordsman (4 Attack, 4 Defense) were to attack a Skeleton (4 Attack, 1 Defense), the modifier would be (20 + 4) / (20 + 1), for a result of 1.14. This means that when the Swordsman attacks the Skeleton, it will deal 2-3 Damage (its Damage value on its stats page) multiplied by 1.14. This results in a final damage calculation of 2.28 - 3.42 (Damage is rounded up to next whole number if over .5, and rounded down if under .5).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; justify-content:center;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|+ Damage modifier formula: (1 + 5% × ATK) / (1 + 5% × DEF) − 1&lt;br /&gt;
|-&lt;br /&gt;
! DEF \ ATK !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 10 !! 15 !! 20 !! 25 !! 30 !! 35 !! 40&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 0% || +5% || +10% || +15% || +20% || +25% || +50% || +75% || +100% || +125% || +150% || +175% || +200%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -5% || 0% || +5% || +10% || +14% || +19% || +43% || +67% || +90% || +114% || +138% || +162% || +186%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -9% || -5% || 0% || +5% || +9% || +14% || +36% || +59% || +82% || +105% || +127% || +150% || +173%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -13% || -9% || -4% || 0% || +4% || +9% || +30% || +52% || +74% || +96% || +117% || +139% || +161%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -17% || -12% || -8% || -4% || 0% || +4% || +25% || +46% || +67% || +88% || +108% || +129% || +150%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -20% || -16% || -12% || -8% || -4% || 0% || +20% || +40% || +60% || +80% || +100% || +120% || +140%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -33% || -30% || -27% || -23% || -20% || -17% || 0% || +17% || +33% || +50% || +67% || +83% || +100%&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -43% || -40% || -37% || -34% || -31% || -29% || -14% || 0% || +14% || +29% || +43% || +57% || +71%&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -50% || -48% || -45% || -43% || -40% || -38% || -25% || -12% || 0% || +12% || +25% || +38% || +50%&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -56% || -53% || -51% || -49% || -47% || -44% || -33% || -22% || -11% || 0% || +11% || +22% || +33%&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -60% || -58% || -56% || -54% || -52% || -50% || -40% || -30% || -20% || -10% || 0% || +10% || +20%&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -64% || -62% || -60% || -58% || -56% || -55% || -45% || -36% || -27% || -18% || -9% || 0% || +9%&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -67% || -65% || -63% || -62% || -60% || -58% || -50% || -42% || -33% || -25% || -17% || -8% || 0%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a Table showing common Attack Modifiers and how they impact the resulting Damage:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:80%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: center; width: 45%;&amp;quot; | Damage Modifiers&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align: center; width: 35%;&amp;quot; | Damage Formula&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + [[File:Skill_Offense.png|22px]] Offense (15%/20%/25% Dmg Bonus)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [1.15;1.20;1.25]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + Defending Creature has [[File:Skill_Defense.png|22px]] Defense (15%/20%/25% Dmg Reduction)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [0.85;0.80;0.75]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Overall Formula for Damage Calculations&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) × Bonus1 × Bonus2 × ... × BonusN × Crit &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) × Bonus1 × Bonus2 × ... × BonusN × Crit / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |colspan=2 style=&amp;quot;text-align:left;&amp;quot;| Example : &amp;lt;br&amp;gt; Attacking creature: 12-16 damage, 10 creatures, &amp;lt;br&amp;gt; 13 ATK + 9 ATK from the hero + hero has skill [[File:Skill_Offense.png|22px]] Offense 2  (20% Dmg Bonus) &amp;lt;br&amp;gt; The attack is a [[File:Skill_Luck.png|22px]] Lucky Strike &amp;lt;br&amp;gt; Defending Creature: 10 DEF + 8 DEF from the hero + hero has skill [[File:Skill_Defense.png|22px]] Defense 3  (25% Dmg Reduction) &lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + 13 + 9) / (20 + 10 + 8) × 1.25 × 0.75 × 1.5 &amp;lt;br&amp;gt; = 42 / 38 × 1.38 = 1.5253 &amp;lt;br&amp;gt; 10 × 1.5253 × [12–16] = [183–244] --&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As more and more modifiers get added into the mix, however, calculating damage can be more complicated, as bonuses to specific kinds of damage (Tag-based Damage) are grouped differently than bonuses that affect all types of damage (All-type Damage).&lt;br /&gt;
&lt;br /&gt;
The full formula is: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;text-align:center;&amp;quot;&lt;br /&gt;
|(Unit Count) x (Unit Damage) x (Attack / Defense Modifier) x (All-type Damage Modifiers) x (Tag-based Damage Modifiers) x (Other independent Modifiers) x (Luck Modifier) = Damage Range.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All-Type Damage Modifiers: The parameters are inAllDmgMod​ or outAllDmgMod​ in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of All-Type Damage Modifiers: Radiant Armor, Naira&#039;s Way, Adaptation: Attack / Defense ([[Scorpion]] Ability)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-Based Damage: The parameters are inDmgMods or outDmgMods in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of Tag-Based Damage: Offense / Defense skills, Blessing spell, Favorable Wind / Optical Illusion&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Basically, if the spell / effect / skill calls out specific kinds of damage, then it is Tag-based. If it does not specify a particular source, then it should fall under the &amp;quot;All-type&amp;quot; category.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Other independent Modifiers: Other parameters, such as range penalty, walls reducing ranged damage taken, and extra damage against summoned units, Apex Predator ([[Reaver]]), Jousting Bonus ([[Cavalry]]), Luck is also part of this.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Other notes&amp;lt;/span&amp;gt;: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The Attack / Defense Modifier has no upper limit, with a lower limit of 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Reduction from the All-type Damage Reduction category has no upper limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based damage bonuses/reductions categorized by tags are added within the same category and then multiplied across different categories, with the minimum result being at least 10%.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based modifiers for attackers and defenders are calculated separately.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regardless of damage adjustments, the final result will deal at least 1 point of damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some calculation Examples:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_1.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* (3~4)&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1))&lt;br /&gt;
|* ((1 + 0.2) * (1 + 0.15))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: +10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * (3 ~ 4) * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1)) * ((1 + 0.2) * (1 + 0.15)) * ((1 - 0.25)*(1 - 0.2 - 0.3)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 55.71532838 ~ 74.28710451 → 56 ~ 74&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_2.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* 4&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1 - 0.3))&lt;br /&gt;
|* ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Masterful Blessing&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: +10% / -10%&amp;lt;br&amp;gt;Radiant Armor: -30%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Normal Damage:&amp;lt;/b&amp;gt;+35% (Blessing)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&amp;lt;br&amp;gt;+50% (Favorable Wind)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&amp;lt;br&amp;gt;-25% (Optical Illusion)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * 4 * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1 - 0.3)) * ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5)) * ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 47.96364375 → 48&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An edge case that triggers the Tag-based damage cap:&amp;lt;br&amp;gt;&lt;br /&gt;
Below is an image of a battle between two heroes with attack and defense bonuses listed on the screen.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial Attack / Defense Damage modifier: ( (36 + 20) / (12 + 20) ) → (56 / 32) = 1.75 &lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Mastery: Friendly creatures deal +10% and take -10% Ranged and Long Reach Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cover (Defense Subskill): Friendly creatures take —20% Damage from Ranged and Long Reach attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Expert Defense: Friendly creatures take —25% Damage from basic attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aegis: This creature and adjacent friendly creatures take —30% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Defense III (Creature Passive): Takes —60% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Optical Illusion: -50% Ranged Damage taken.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifier total: ( 1 - 25%) * (1 - 10% - 20% - 30% - 60% - 50%) = -52.5% → 10% &lt;br /&gt;
(-90% damage, result has to be 10% at minimum)&lt;br /&gt;
&lt;br /&gt;
All-Type Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radiant Armor: Takes -40% Damage from all sources.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, we have 100 Archangels attacking the Animated Armor &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Archangel attack / defense modifier against Animated Armor is 1.75. Archangel damage range is 50 - 75. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Multiplied with damage modifier we get a range of 5,000 - 7,500. That damage range gets multiplied with the modifier to come out to 8,750 - 13,125.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Next comes all-type damage modifiers. All modifiers get added together and then multiplied with the damage range. There are no all-type Damage bonuses, with one all-type damage reduction of 40% (radiant armor), so that becomes 5,250 - 7,875 &lt;br /&gt;
&amp;lt;li&amp;gt;Next is the tag-based bonuses and reductions. There are no tag-based bonuses, and a combined -180% from tag-based damage reductions, which gets capped at 90% damage reduction. Multiplying by .10 we get 525 - 787.5 (which becomes 788), which is our final damage result on the screen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full Formula written out with numbers from example:&lt;br /&gt;
&lt;br /&gt;
(100) x (50 - 75) x (1.75) x (0.6) x (0.1)  = 525 - 787.5 (which is rounded up to 788).&lt;br /&gt;
&lt;br /&gt;
===Spells &amp;amp; Hero abilities===&lt;br /&gt;
Moving and attacking with your units is not the only thing you can do while in Combat. Your Heroes are also able to cast powerful spells which can alter the flow of battle in your favor. Spells can damage enemy units directly, bestow positive effects on your units and negative effects on enemies, create obstacles on the battlefield itself, and more. Spells require spell points in order to cast them, which are determined based on your Hero&#039;s [[Hero Basics#Attributes|Knowledge]] stat. Spells can range in tiers from 1 - 5, and each tier of magic has increasingly more effective spells belonging to it. As spells rise in tier, their cost in spell points also rises, meaning that unless you have a very knowledgeable Hero, you are going to have to weigh your choices in combat. Individual spells also have their own levels of effectiveness that cause them to become more powerful depending on how skilled your hero is at magic. A full breakdown of spellcasting may be found [[Spellcasting|here]].&lt;br /&gt;
&lt;br /&gt;
===Creature abilities===&lt;br /&gt;
Aside from Spellcasting, Heroes &amp;amp; Creatures may also have access to several different Abilities they may use during battle. An Ability is similar to a Spell in that it is another way to interact with the battlefield, directly or indirectly, but they are powered by something called [[Focus|Focus Points]] instead. Focus is generated through the course of a battle by attacking and being attacked by enemy creatures, by certain Sub-Skills heroes can learn, and through certain kinds of Spells.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Morale is a combat modifier from your hero that can impact how effective your creatures are on the battlefield. Positive Morale will give your units a chance to act twice in combat, while creatures with negative Morale may lose their chance to act at all that round. Each point of positive Morale will grant a 4% chance to act twice during their turn, while each point of negative Morale will have a 4% chance for that creature to lose their action.&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Morale, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Morale bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Morale of your army, and having extra sources of Morale can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
Another thing that can influence creature morale is the number of different factions in your army. Having all of your creatures belong to one faction will give you +1 to their morale, while each additional faction present in your army will reduce morale by -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Luck===&lt;br /&gt;
Luck is the potential for a unit to deal extra damage (or reduced damage for bad luck) during combat. Each point of luck will give a 8% chance to get a Lucky or Unlucky strike during battle. Creatures deal 50% more damage on a Lucky strike, and 50% less damage on an unlucky strike. For a full description of the combat formula, visit [[Combat System#Damage|Combat System]].&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Luck, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Luck bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Luck of your army, and having extra sources of Luck can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
There are many gameplay modifiers that can influence Morale &amp;amp; Luck, such as [[Skills|Hero Skills]], [[Laws|Faction Laws]], &amp;amp; [[Artifacts]]. You may also receive temporary effects from Map Objects that can increase or decrease these stats.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Unit_Infobox/base&amp;diff=19744</id>
		<title>Template:Unit Infobox/base</title>
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		<updated>2026-05-24T00:48:53Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{||class=infobox style=&#039;margin:0em 1em 1em 1em; float:right;text-align: center;vertical-align: center; width:25%; font-size:100%; border-collapse: collapse; border: 1px solid #BCB096&#039;&lt;br /&gt;
|-style=&#039;background-color:#1E3758&#039; &lt;br /&gt;
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{|style=&#039;width:100%;text-align: center;vertical-align: center; border-collapse: collapse;margin:0px;&amp;quot;&lt;br /&gt;
|style=&#039;width:75%; font-size: 150%;&#039;|{{{title|}}}&lt;br /&gt;
|style=&#039;width: 25%;text-align:right;vertical-align:center;&#039;|[[File:{{{icon|}}}|60px]]&lt;br /&gt;
|}&lt;br /&gt;
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|colspan=4|[[File:{{{image|}}}|365px]]&lt;br /&gt;
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|style=&#039;text-align: left; padding: 4px&#039;, colspan=2|{{{faction_text|Faction}}}&lt;br /&gt;
|style=&#039;text-align: right; color: white; padding: 4px&#039;, colspan=2|[[File:{{{faction|}}}_icon.png|30px|link={{{faction|}}}]][[{{{faction|}}}]]&lt;br /&gt;
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|style=&#039;text-align: left; padding: 4px&#039;, colspan=2|{{{tier_text|Tier}}}&lt;br /&gt;
|style=&#039;text-align: right; color: white; padding: 4px&#039;, colspan=2|{{{tier|}}}&lt;br /&gt;
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{{#if:{{{growth|}}}|&lt;br /&gt;
{{!}}style=&#039;text-align: left; padding: 4px&#039;, colspan=2{{!}}{{{growth_text|Base Growth}}}&lt;br /&gt;
{{!}}style=&#039;text-align: right; color: white; padding: 4px&#039;, colspan=2{{!}}+{{{growth|}}}}}&lt;br /&gt;
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|style=&#039;background-color: #1E3758&#039;, colspan=4|{{{stats_text|Stats}}}&lt;br /&gt;
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|style=&#039;width: 25%&#039;|[[File:Health_Icon.png|30px|{{{health_text|Health}}}]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{health_text|Health}}}&lt;br /&gt;
|style=&#039;width: 25%&#039;|[[File:Icon_Stats_Attack.png|30px|{{{attack_text|Attack}}}]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{attack_text|Attack}}}&lt;br /&gt;
|style=&#039;width: 25%&#039;|[[File:Icon_Stats_Defence.png|30px|{{{defense_text|Defense}}}]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{defense_text|Defense}}}&lt;br /&gt;
|style=&#039;width: 25%&#039;|[[File:Icon_Stats_Damage.png|30px|{{{damage_text|Damage Range}}}]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{damage_text|Damage Range}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;color: white&#039;|{{{hp|}}}&lt;br /&gt;
|style=&#039;color: white&#039;|{{{attack|}}}&lt;br /&gt;
|style=&#039;color: white&#039;|{{{defense|}}}&lt;br /&gt;
|style=&#039;color: white&#039;|{{{damageMin|}}}-{{{damageMax|}}}&lt;br /&gt;
|-style=&amp;quot;border-top: 1px solid #BCB096&amp;quot;&lt;br /&gt;
|[[File:Icon_Stats_Morale.png|30px|{{{morale_text|Morale}}}]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{morale_text|Morale}}}&lt;br /&gt;
|[[File:Icon_Stats_Luck.png|30px|{{{luck_text|Luck}}}]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{luck_text|Luck}}}&lt;br /&gt;
|[[File:Icon_Stats_Initiative.png|30px|{{{initiative_text|Initiative}}}]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{initiative_text|Initiative}}}&lt;br /&gt;
|[[File:Icon_Stats_Speed.png|30px|{{{speed_text|Speed}}}]]&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{speed_text|Speed}}}&lt;br /&gt;
|-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
|style=&#039;color: white&#039;|{{{morale|}}}&lt;br /&gt;
|style=&#039;color: white&#039;|{{{luck|}}}&lt;br /&gt;
|style=&#039;color: white&#039;|{{{initiative|}}}&lt;br /&gt;
|style=&#039;color: white&#039;|{{{speed|}}}&lt;br /&gt;
|-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
{{#if:{{{dwelling|}}}{{{bank|}}}{{{hero|}}}|&lt;br /&gt;
{{!}}style=&#039;background-color: #1E3758&#039;, colspan=4{{!}}{{{info_text|Other Info}}}&lt;br /&gt;
{{!}}-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
{{#if:{{{dwelling|}}}|{{!}}style=&#039;text-align: left; padding: 4px&#039;, colspan=2{{!}}{{{dwelling_text|Dwelling}}}&lt;br /&gt;
{{!}}style=&#039;text-align: right; padding: 4px&#039;, colspan=2{{!}}{{{dwelling}}}}}&lt;br /&gt;
{{!}}-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
{{#if:{{{bank|}}}|&lt;br /&gt;
{{!}}style=&#039;text-align: left; padding: 4px&#039;, colspan=2{{!}}{{{bank_text|Creature Bank}}}&lt;br /&gt;
{{!}}style=&#039;text-align: right; padding: 4px&#039;, colspan=2{{!}}{{{bank}}}}}}}&lt;br /&gt;
{{!}}-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
{{#if:{{{hero|}}}|{{!}}style=&#039;text-align: left; padding: 4px&#039;, colspan=2{{!}}{{{hero_text|Specialist Hero}}}&lt;br /&gt;
{{!}}style=&#039;text-align: right; padding: 4px&#039;, colspan=2{{!}}{{{hero}}}}}&lt;br /&gt;
{{!}}-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
{{#if:{{{upgradea|}}}{{{upgradeb|}}}|&lt;br /&gt;
{{!}}style=&#039;background-color: #1E3758&#039;, colspan=4{{!}}{{{units_text|Related Units}}}&lt;br /&gt;
{{!}}-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
{{!}}style=&#039;text-align: left; padding: 4px&#039;, colspan=2{{!}}{{{base_text|Base unit}}}&lt;br /&gt;
{{!}}style=&#039;font-style: bold; color:white; text-align: right; padding: 4px&#039;, colspan=2{{!}}{{{base|}}}&lt;br /&gt;
{{!}}-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
{{!}}style=&#039;text-align: left; padding: 4px&#039;, colspan=2{{!}}{{{upgradea_text|Upgrade A}}}&lt;br /&gt;
{{!}}style=&#039;font-style: bold; color:white; text-align: right; padding: 4px&#039;, colspan=2{{!}}{{{upgradea|}}}&lt;br /&gt;
{{!}}-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
{{!}}style=&#039;text-align: left; padding: 4px&#039;, colspan=2{{!}}{{{upgradeb_text|Upgrade B}}}&lt;br /&gt;
{{!}}style=&#039;font-style: bold; color:white; text-align: right; padding: 4px&#039;, colspan=2{{!}}{{{upgradeb|}}}&lt;br /&gt;
{{!}}-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
}}&lt;br /&gt;
|-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
|style=&#039;background-color: #1E3758&#039;, colspan=4|{{{id_text|Internal ID}}}&lt;br /&gt;
|-style=&#039;border-bottom: 1px solid #BCB096&#039;&lt;br /&gt;
|style=&#039;color: white&#039;, colspan=4|{{{id|}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{loc}}&lt;br /&gt;
The template is under construction.&lt;br /&gt;
==Use==&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Template:Unit Infobox 2&lt;br /&gt;
|name=&lt;br /&gt;
|lang=&lt;br /&gt;
|faction=&lt;br /&gt;
|icon=&lt;br /&gt;
|image=&lt;br /&gt;
|tier=&lt;br /&gt;
|hire=&lt;br /&gt;
|upgradecost=&lt;br /&gt;
|growth=&lt;br /&gt;
|value=&lt;br /&gt;
|id=&lt;br /&gt;
|hp=&lt;br /&gt;
|attack=&lt;br /&gt;
|defense=&lt;br /&gt;
|damageMin=&lt;br /&gt;
|damageMax=&lt;br /&gt;
|morale=&lt;br /&gt;
|luck=&lt;br /&gt;
|initiative=&lt;br /&gt;
|speed=&lt;br /&gt;
|dwelling=&lt;br /&gt;
|bank=&lt;br /&gt;
|hero=&lt;br /&gt;
|base=&lt;br /&gt;
|upgradea=&lt;br /&gt;
|upgradeb=&lt;br /&gt;
}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
==Examples==&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:Unit Infobox 2&lt;br /&gt;
|name=Ashen Dragon&lt;br /&gt;
}}&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Template:Unit Infobox 2&lt;br /&gt;
 |name=Ashen Dragon&lt;br /&gt;
 }}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:Unit Infobox 2&lt;br /&gt;
|name=Obsidian Dragon&lt;br /&gt;
|dwelling=[[Dragon Crag]]&lt;br /&gt;
}}&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Template:Unit Infobox 2&lt;br /&gt;
 |name=Obsidian Dragon&lt;br /&gt;
 |dwelling=[[Dragon Crag]]&lt;br /&gt;
 }}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:Unit Infobox 2&lt;br /&gt;
|name=Medusa&lt;br /&gt;
|lang=ru&lt;br /&gt;
}}&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Template:Unit Infobox 2&lt;br /&gt;
 |name=Medusa&lt;br /&gt;
 |lang=ru&lt;br /&gt;
 }}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Template:Unit Infobox 2&lt;br /&gt;
|name=Medusa Sculptor&lt;br /&gt;
|image=Dungeon_MedusaSculptor_Battlefield.png&lt;br /&gt;
|tier=V&lt;br /&gt;
|hero=[[Enatee]]&lt;br /&gt;
|dwelling=[[Stilled Voices|Stilled Voices II]]&lt;br /&gt;
|bank=[[Petrified Memorial]]&lt;br /&gt;
|base=Medusa&lt;br /&gt;
|upgradea=Medusa Sculptor&lt;br /&gt;
|upgradeb=Medusa Queen&lt;br /&gt;
}}&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Template:Unit Infobox 2&lt;br /&gt;
 |name=Medusa Sculptor&lt;br /&gt;
 |image=Dungeon_MedusaSculptor_Battlefield.png&lt;br /&gt;
 |tier=V&lt;br /&gt;
 |hero=[[Enatee]]&lt;br /&gt;
 |dwelling=[[Stilled Voices|Stilled Voices II]]&lt;br /&gt;
 |bank=[[Petrified Memorial]]&lt;br /&gt;
 |base=Medusa&lt;br /&gt;
 |upgradea=Medusa Sculptor&lt;br /&gt;
 |upgradeb=Medusa Queen&lt;br /&gt;
 }}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
[[Category:Infobox templates]]&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=18365</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=18365"/>
		<updated>2026-05-20T07:07:22Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{loc}}&lt;br /&gt;
===Overview===&lt;br /&gt;
Battles in Heroes of Might and Magic take place on rectangular battlefields, with individual hex spaces representing spaces a unit can occupy. Your army is positioned on one side, with the enemy army on the opposite. Most battles will have various objects strewn about which represent hex spaces that may not be occupied by unit stacks. These obstacles can act as choke points to funnel enemy units though, or as natural walls for ranged units to position to protect themselves from enemy melee units. When besieging an enemy city, roughly half of the battlefield will be taken up by the defender&#039;s city walls which must be destroyed before becoming passable by ground troops.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Updated battlefield.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Turn order &amp;amp; Movement speed===&lt;br /&gt;
Combat is divided into rounds. During each round, unit stacks take turns moving across the battlefield and attacking enemy units. A round ends once all units from both sides have acted or used their abilities.&lt;br /&gt;
&lt;br /&gt;
Across the top of the battlefield interface, there will be a row of icons representing every creature stack in the battle and the order in which they will be taking their turns during the current round. This order is mostly determined by a creature&#039;s initiative ([[File:Icon Stats Initiative.png|22px]]) &amp;amp; speed ([[File:Icon Stats Speed.png|22px]]) values. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiative determines how soon a creature can act during battle, while speed indicates how far a creature is able to move during its turn. Most units will have their initiative and speed values be fairly close to each other, but there are some examples of creatures who are able to act very soon in combat but cannot move very far, and creatures with low initiative but very high speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Chanter.png|800px]][[File:Unthinkable shoth.png|800px]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a tie in initiative, turn priority will go to creatures with the higher speed value. If multiple creature stacks have equal initiative &amp;amp; speed values, the turn order will shift back and forth between either side. With regard to allied troops that are first to act, the move order will additionally be sorted by how they appear in the order they appear in the hero&#039;s army slots, from left to right. This applies even if units are arranged differently on the battlefield during the Tactics phase. After all unit stacks on both sides have had an opportunity to move, attack, or take another action, the battle will move on the next round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Note:&amp;lt;/span&amp;gt; In the first round of battle, if both sides have creatures with identical initiative and speed values, the tie break for moving first will go to the attacker. It appears that odd numbered rounds will give initiative priority to the attacker, while defenders are given priority on even-numbered rounds.&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal full screen.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|Considering the previous example, if the attacker also had another creature with higher initiative, that creature would take the first action, and then the next action would go to the defending side, and then back to the attacker, and so on. It appears that the game tries to give equal opportunity to act to both sides as much as possible. If the stack of Griffins were to die, then the round order would change to have the attacker&#039;s Guard Captains take the first action. &amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal minimized.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waiting &amp;amp; Skipping turns===&lt;br /&gt;
Other than Attacking or using [[Abilities]], unit stacks also have two additional options to take when it is their turn.&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wait&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: The &#039;Wait&#039; option will push that unit&#039;s action to the end of the turn order. Once a unit has taken this option, their initiative will essentially be flipped, with the highest Initiative units taking their turn after everything else has acted. Having your units wait during battles can be very advantageous, as you can force lower initiative to take their turn first, either having to stay in place or move towards you, allowing you to take the first attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Skip Turn&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: This option will simply end your unit&#039;s turn without them having taken an action or moving. While it is generally a good idea to always be maneuvering your units into better position or attacking your enemy&#039;s units, it is sometimes the best move to do nothing. Sometimes you will want your weaker units to not attack a powerful enemy stack because the retaliation will greatly hurt or kill them, or perhaps you have a small stack of a weak unit positioned next to an enemy ranged unit to prevent them from shooting at your more powerful stack of creatures. Other times you may be blocking your ranged units from being attacked by having small stacks of weaker creatures standing in the way of the enemy, and you want them to waste their actions killing off them instead of attacking the ranged units behind them.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Units can use one of three basic attack types on the battlefield:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;line-height:220%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Used against units in adjacent hexes. Will trigger a counterattack, in most cases.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Long Reach Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Target enemy units exactly one hex away. These attacks do not provoke a counterattack. Units with Long Reach attacks can often also engage in melee if needed.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Can target any enemy on the battlefield, except when an enemy is in an adjacent hex; in that case, the unit may only move or perform a melee attack. Ranged attacks deal reduced damage if the target is more than three hexes away: damage decreases by 10% per additional hex, up to a maximum of 50% reduction.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
When a creature attacks another, the damage inflicted is increased by the attacker&#039;s Attack ([[File:Icon Stats Attack.png|22px]]ATK) value and reduced by the defender&#039;s Defense ([[File:Icon Stats Defense.png|22px]]DEF) value.&lt;br /&gt;
&lt;br /&gt;
The Attack and Defense of the hero is added to the Attack and Defense of the creatures under their command. &lt;br /&gt;
&lt;br /&gt;
The damage is multiplied by (1 + 5% × attacker&#039;s [[File:Icon Stats Attack.png|22px]] ATK), then divided by (1 + 5% × defender&#039;s [[File:Icon Stats Defense.png|22px]]DEF). An other equivalent formula is: (20 + [[File:Icon Stats Attack.png|22px]] ATK) / (20 + [[File:Icon Stats Defense.png|22px]]DEF). &amp;lt;br&amp;gt;&lt;br /&gt;
For example, if a Swordsman (4 Attack, 4 Defense) were to attack a Skeleton (4 Attack, 1 Defense), the modifier would be (20 + 4) / (20 + 1), for a result of 1.14. This means that when the Swordsman attacks the Skeleton, it will deal 2-3 Damage (its Damage value on its stats page) multiplied by 1.14. This results in a final damage calculation of 2.28 - 3.42 (Damage is rounded up to next whole number if over .5, and rounded down if under .5).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a Table showing common Attack Modifiers and how they impact teh resulting Damage:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:80%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: center; width: 45%;&amp;quot; | Damage Modifiers&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align: center; width: 35%;&amp;quot; | Damage Formula&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + [[File:Skill_Offense.png|22px]] Offense (10%/15%/20% Dmg Bonus)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [1.10;1.15;1.20]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + Defending Creature has [[File:Skill_Defense.png|22px]] Defense (15%/20%/25% Dmg Reduction)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [0.85;0.80;0.75]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Overall Formula for Damage Calculations&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) × Bonus1 × Bonus2 × ... × BonusN × Crit &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) × Bonus1 × Bonus2 × ... × BonusN × Crit / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |colspan=2 style=&amp;quot;text-align:left;&amp;quot;| Example : &amp;lt;br&amp;gt; Attacking creature: 12-16 damage, 10 creatures, &amp;lt;br&amp;gt; 13 ATK + 9 ATK from the hero + hero has skill [[File:Skill_Offense.png|22px]] Offense 2  (20% Dmg Bonus) &amp;lt;br&amp;gt; The attack is a [[File:Skill_Luck.png|22px]] Lucky Strike &amp;lt;br&amp;gt; Defending Creature: 10 DEF + 8 DEF from the hero + hero has skill [[File:Skill_Defense.png|22px]] Defense 3  (25% Dmg Reduction) &lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + 13 + 9) / (20 + 10 + 8) × 1.25 × 0.75 × 1.5 &amp;lt;br&amp;gt; = 42 / 38 × 1.38 = 1.5253 &amp;lt;br&amp;gt; 10 × 1.5253 × [12–16] = [183–244] --&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As more and more modifiers get added into the mix, however, calculating damage can be more complicated, as bonuses to specific kinds of damage (Tag-based Damage) are grouped differently than bonuses that affect all types of damage (All-type Damage).&lt;br /&gt;
&lt;br /&gt;
The full formula is: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;text-align:center;&amp;quot;&lt;br /&gt;
|(Unit Count) x (Unit Damage) x (Attack / Defense Modifier) x (All-type Damage Modifiers) x (Tag-based Damage Modifiers) x (Other independent Modifiers) x (Luck Modifier) = Damage Range.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All-Type Damage Modifiers: The parameters are inAllDmgMod​ or outAllDmgMod​ in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of All-Type Damage Modifiers: Radiant Armor, Naira&#039;s Way, Adaptation: Attack / Defense ([[Scorpion]] Ability)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-Based Damage: The parameters are inDmgMods or outDmgMods in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of Tag-Based Damage: Offense / Defense skills, Blessing spell, Favorable Wind / Optical Illusion&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Basically, if the spell / effect / skill calls out specific kinds of damage, then it is Tag-based. If it does not specify a particular source, then it should fall under the &amp;quot;All-type&amp;quot; category.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Other independent Modifiers: Other parameters, such as range penalty, walls reducing ranged damage taken, and extra damage against summoned units, Apex Predator ([[Reaver]]), Jousting Bonus ([[Cavalry]]), Luck is also part of this.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Other notes&amp;lt;/span&amp;gt;: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The Attack / Defense Modifier has no upper limit, with a lower limit of 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Reduction from the All-type Damage Reduction category has no upper limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based damage bonuses/reductions categorized by tags are added within the same category and then multiplied across different categories, with the minimum result being at least 10%.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based modifiers for attackers and defenders are calculated separately.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regardless of damage adjustments, the final result will deal at least 1 point of damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some calculation Examples:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_1.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* (3~4)&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1))&lt;br /&gt;
|* ((1 + 0.2) * (1 + 0.15))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: +10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * (3 ~ 4) * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1)) * ((1 + 0.2) * (1 + 0.15)) * ((1 - 0.25)*(1 - 0.2 - 0.3)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 55.71532838 ~ 74.28710451 → 56 ~ 74&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_2.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* 4&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1 - 0.3))&lt;br /&gt;
|* ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Masterful Blessing&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: -10% / -10%&amp;lt;br&amp;gt;Radiant Armor: -30%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Normal Damage:&amp;lt;/b&amp;gt;+35% (Blessing)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&amp;lt;br&amp;gt;+50% (Favorable Wind)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&amp;lt;br&amp;gt;-25% (Optical Illusion)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * 4 * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1 - 0.3)) * ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5)) * ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 47.96364375 → 48&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An edge case that triggers the Tag-based damage cap:&amp;lt;br&amp;gt;&lt;br /&gt;
Below is an image of a battle between two heroes with attack and defense bonuses listed on the screen.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial Attack / Defense Damage modifier: ( (36 + 20) / (12 + 20) ) → (56 / 32) = 1.75 &lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Mastery: Friendly creatures deal +10% and take -10% Ranged and Long Reach Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cover (Defense Subskill): Friendly creatures take —20% Damage from Ranged and Long Reach attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Expert Defense: Friendly creatures take —25% Damage from basic attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aegis: This creature and adjacent friendly creatures take —30% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Defense III (Creature Passive): Takes —60% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Optical Illusion: -50% Ranged Damage taken.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifier total: ( 1 - 25%) * (1 - 10% - 20% - 30% - 60% - 50%) = -52.5% → 10% &lt;br /&gt;
(-90% damage, result has to be 10% at minimum)&lt;br /&gt;
&lt;br /&gt;
All-Type Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radiant Armor: Takes -40% Damage from all sources.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, we have 100 Archangels attacking the Animated Armor &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Archangel attack / defense modifier against Animated Armor is 1.75. Archangel damage range is 50 - 75. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Multiplied with damage modifier we get a range of 5,000 - 7,500. That damage range gets multiplied with the modifier to come out to 8,750 - 13,125.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Next comes all-type damage modifiers. All modifiers get added together and then multiplied with the damage range. There are no all-type Damage bonuses, with one all-type damage reduction of 40% (radiant armor), so that becomes 5,250 - 7,875 &lt;br /&gt;
&amp;lt;li&amp;gt;Next is the tag-based bonuses and reductions. There are no tag-based bonuses, and a combined -180% from tag-based damage reductions, which gets capped at 90% damage reduction. Multiplying by .10 we get 525 - 787.5 (which becomes 788), which is our final damage result on the screen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full Formula written out with numbers from example:&lt;br /&gt;
&lt;br /&gt;
(100) x (50 - 75) x (1.75) x (0.6) x (0.1)  = 525 - 787.5 (which is rounded up to 788).&lt;br /&gt;
&lt;br /&gt;
===Spells &amp;amp; Hero abilities===&lt;br /&gt;
Moving and attacking with your units is not the only thing you can do while in Combat. Your Heroes are also able to cast powerful spells which can alter the flow of battle in your favor. Spells can damage enemy units directly, bestow positive effects on your units and negative effects on enemies, create obstacles on the battlefield itself, and more. Spells require spell points in order to cast them, which are determined based on your Hero&#039;s [[Hero Basics#Attributes|Knowledge]] stat. Spells can range in tiers from 1 - 5, and each tier of magic has increasingly more effective spells belonging to it. As spells rise in tier, their cost in spell points also rises, meaning that unless you have a very knowledgeable Hero, you are going to have to weigh your choices in combat. Individual spells also have their own levels of effectiveness that cause them to become more powerful depending on how skilled your hero is at magic. A full breakdown of spellcasting may be found [[Spellcasting|here]].&lt;br /&gt;
&lt;br /&gt;
===Creature abilities===&lt;br /&gt;
Aside from Spellcasting, Heroes &amp;amp; Creatures may also have access to several different Abilities they may use during battle. An Ability is similar to a Spell in that it is another way to interact with the battlefield, directly or indirectly, but they are powered by something called [[Focus|Focus Points]] instead. Focus is generated through the course of a battle by attacking and being attacked by enemy creatures, by certain Sub-Skills heroes can learn, and through certain kinds of Spells.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Morale is a combat modifier from your hero that can impact how effective your creatures are on the battlefield. Positive Morale will give your units a chance to act twice in combat, while creatures with negative Morale may lose their chance to act at all that round. Each point of positive Morale will grant a 4% chance to act twice during their turn, while each point of negative Morale will have a 4% chance for that creature to lose their action.&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Morale, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Morale bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Morale of your army, and having extra sources of Morale can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
Another thing that can influence creature morale is the number of different factions in your army. Having all of your creatures belong to one faction will give you +1 to their morale, while each additional faction present in your army will reduce morale by -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Luck===&lt;br /&gt;
Luck is the potential for a unit to deal extra damage (or reduced damage for bad luck) during combat. Each point of luck will give a 6% chance to get a Lucky or Unlucky strike during battle. Creatures deal 50% more damage on a Lucky strike, and 50% less damage on an unlucky strike. For a full description of the combat formula, visit [[Combat System#Damage|Combat System]].&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Luck, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Luck bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Luck of your army, and having extra sources of Luck can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
There are many gameplay modifiers that can influence Morale &amp;amp; Luck, such as [[Skills|Hero Skills]], [[Laws|Faction Laws]], &amp;amp; [[Artifacts]]. You may also receive temporary effects from Map Objects that can increase or decrease these stats.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=18364</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=18364"/>
		<updated>2026-05-20T06:53:16Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{loc}}&lt;br /&gt;
===Overview===&lt;br /&gt;
Battles in Heroes of Might and Magic take place on rectangular battlefields, with individual hex spaces representing spaces a unit can occupy. Your army is positioned on one side, with the enemy army on the opposite. Most battles will have various objects strewn about which represent hex spaces that may not be occupied by unit stacks. These obstacles can act as choke points to funnel enemy units though, or as natural walls for ranged units to position to protect themselves from enemy melee units. When besieging an enemy city, roughly half of the battlefield will be taken up by the defender&#039;s city walls which must be destroyed before becoming passable by ground troops.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Updated battlefield.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Turn order &amp;amp; Movement speed===&lt;br /&gt;
Combat is divided into rounds. During each round, unit stacks take turns moving across the battlefield and attacking enemy units. A round ends once all units from both sides have acted or used their abilities.&lt;br /&gt;
&lt;br /&gt;
Across the top of the battlefield interface, there will be a row of icons representing every creature stack in the battle and the order in which they will be taking their turns during the current round. This order is mostly determined by a creature&#039;s initiative ([[File:Icon Stats Initiative.png|22px]]) &amp;amp; speed ([[File:Icon Stats Speed.png|22px]]) values. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiative determines how soon a creature can act during battle, while speed indicates how far a creature is able to move during its turn. Most units will have their initiative and speed values be fairly close to each other, but there are some examples of creatures who are able to act very soon in combat but cannot move very far, and creatures with low initiative but very high speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Chanter.png|800px]][[File:Unthinkable shoth.png|800px]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a tie in initiative, turn priority will go to creatures with the higher speed value. If multiple creature stacks have equal initiative &amp;amp; speed values, the turn order will shift back and forth between either side. With regard to allied troops that are first to act, the move order will additionally be sorted by how they appear in the order they appear in the hero&#039;s army slots, from left to right. This applies even if units are arranged differently on the battlefield during the Tactics phase. After all unit stacks on both sides have had an opportunity to move, attack, or take another action, the battle will move on the next round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Note:&amp;lt;/span&amp;gt; In the first round of battle, if both sides have creatures with identical initiative and speed values, the tie break for moving first will go to the attacker. It appears that odd numbered rounds will give initiative priority to the attacker, while defenders are given priority on even-numbered rounds.&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal full screen.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|Considering the previous example, if the attacker also had another creature with higher initiative, that creature would take the first action, and then the next action would go to the defending side, and then back to the attacker, and so on. It appears that the game tries to give equal opportunity to act to both sides as much as possible. If the stack of Griffins were to die, then the round order would change to have the attacker&#039;s Guard Captains take the first action. &amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal minimized.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waiting &amp;amp; Skipping turns===&lt;br /&gt;
Other than Attacking or using [[Abilities]], unit stacks also have two additional options to take when it is their turn.&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wait&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: The &#039;Wait&#039; option will push that unit&#039;s action to the end of the turn order. Once a unit has taken this option, their initiative will essentially be flipped, with the highest Initiative units taking their turn after everything else has acted. Having your units wait during battles can be very advantageous, as you can force lower initiative to take their turn first, either having to stay in place or move towards you, allowing you to take the first attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Skip Turn&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: This option will simply end your unit&#039;s turn without them having taken an action or moving. While it is generally a good idea to always be maneuvering your units into better position or attacking your enemy&#039;s units, it is sometimes the best move to do nothing. Sometimes you will want your weaker units to not attack a powerful enemy stack because the retaliation will greatly hurt or kill them, or perhaps you have a small stack of a weak unit positioned next to an enemy ranged unit to prevent them from shooting at your more powerful stack of creatures. Other times you may be blocking your ranged units from being attacked by having small stacks of weaker creatures standing in the way of the enemy, and you want them to waste their actions killing off them instead of attacking the ranged units behind them.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Units can use one of three basic attack types on the battlefield:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;line-height:220%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Used against units in adjacent hexes. Will trigger a counterattack, in most cases.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Long Reach Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Target enemy units exactly one hex away. These attacks do not provoke a counterattack. Units with Long Reach attacks can often also engage in melee if needed.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Can target any enemy on the battlefield, except when an enemy is in an adjacent hex; in that case, the unit may only move or perform a melee attack. Ranged attacks deal reduced damage if the target is more than three hexes away: damage decreases by 10% per additional hex, up to a maximum of 50% reduction.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
When a creature attacks another, the damage inflicted is increased by the attacker&#039;s Attack ([[File:Icon Stats Attack.png|22px]]ATK) value and reduced by the defender&#039;s Defense ([[File:Icon Stats Defense.png|22px]]DEF) value.&lt;br /&gt;
&lt;br /&gt;
The Attack and Defense of the hero is added to the Attack and Defense of the creatures under their command. &lt;br /&gt;
&lt;br /&gt;
The damage is multiplied by (1 + 5% × attacker&#039;s [[File:Icon Stats Attack.png|22px]] ATK), then divided by (1 + 5% × defender&#039;s [[File:Icon Stats Defense.png|22px]]DEF). An other equivalent formula is: (20 + [[File:Icon Stats Attack.png|22px]] ATK) / (20 + [[File:Icon Stats Defense.png|22px]]DEF). &amp;lt;br&amp;gt;&lt;br /&gt;
For example, if a Swordsman (4 Attack, 4 Defense) were to attack a Skeleton (4 Attack, 1 Defense), the modifier would be (20 + 4) / (20 + 1), for a result of 1.14. This means that when the Swordsman attacks the Skeleton, it will deal 2-3 Damage (its Damage value on its stats page) multiplied by 1.14. This results in a final damage calculation of 2.28 - 3.42 (Damage is rounded up to next whole number if over .5, and rounded down if under .5).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a Table showing common Attack Modifiers and how they impact teh resulting Damage:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:80%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: center; width: 45%;&amp;quot; | Damage Modifiers&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align: center; width: 35%;&amp;quot; | Damage Formula&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + [[File:Skill_Offense.png|22px]] Offense (10%/15%/20% Dmg Bonus)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [1.10;1.15;1.20]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + Defending Creature has [[File:Skill_Defense.png|22px]] Defense (15%/20%/25% Dmg Reduction)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [0.85;0.80;0.75]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Overall Formula for Damage Calculations&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) × Bonus1 × Bonus2 × ... × BonusN × Crit &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) × Bonus1 × Bonus2 × ... × BonusN × Crit / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |colspan=2 style=&amp;quot;text-align:left;&amp;quot;| Example : &amp;lt;br&amp;gt; Attacking creature: 12-16 damage, 10 creatures, &amp;lt;br&amp;gt; 13 ATK + 9 ATK from the hero + hero has skill [[File:Skill_Offense.png|22px]] Offense 2  (20% Dmg Bonus) &amp;lt;br&amp;gt; The attack is a [[File:Skill_Luck.png|22px]] Lucky Strike &amp;lt;br&amp;gt; Defending Creature: 10 DEF + 8 DEF from the hero + hero has skill [[File:Skill_Defense.png|22px]] Defense 3  (25% Dmg Reduction) &lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + 13 + 9) / (20 + 10 + 8) × 1.25 × 0.75 × 1.5 &amp;lt;br&amp;gt; = 42 / 38 × 1.38 = 1.5253 &amp;lt;br&amp;gt; 10 × 1.5253 × [12–16] = [183–244] --&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As more and more modifiers get added into the mix, however, calculating damage can be more complicated, as bonuses to specific kinds of damage (Tag-based Damage) are grouped differently than bonuses that affect all types of damage (All-type Damage).&lt;br /&gt;
&lt;br /&gt;
The full formula is: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;text-align:center;&amp;quot;&lt;br /&gt;
|(Unit Count) x (Unit Damage) x (Attack / Defense Modifier) x (All-type Damage Modifiers) x (Tag-based Damage Modifiers) x (Other independent Modifiers) x (Luck Modifier) = Damage Range.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All-Type Damage Modifiers: The parameters are inAllDmgMod​ or outAllDmgMod​ in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of All-Type Damage Modifiers: Radiant Armor, Naira&#039;s Way, Adaptation: Attack / Defense ([[Scorpion]] Ability)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-Based Damage: The parameters are inDmgMods or outDmgMods in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of Tag-Based Damage: Offense / Defense skills, Blessing spell, Favorable Wind / Optical Illusion&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Basically, if the spell / effect / skill calls out specific kinds of damage, then it is Tag-based. If it does not specify a particular source, then it should fall under the &amp;quot;All-type&amp;quot; category.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Other independent Modifiers: Other parameters, such as range penalty, walls reducing ranged damage taken, and extra damage against summoned units, Apex Predator ([[Reaver]]), Jousting Bonus ([[Cavalry]]), Luck is also part of this.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Other notes&amp;lt;/span&amp;gt;: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The Attack / Defense Modifier has no upper limit, with a lower limit of 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Reduction from the All-type Damage Reduction category has no upper limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based damage bonuses/reductions categorized by tags are added within the same category and then multiplied across different categories, with the minimum result being at least 10%.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based modifiers for attackers and defenders are calculated separately.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regardless of damage adjustments, the final result will deal at least 1 point of damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some calculation Examples:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_1.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* (3~4)&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1))&lt;br /&gt;
|* ((1 + 0.2) * (1 + 0.15))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: +10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * (3 ~ 4) * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1)) * ((1 + 0.2) * (1 + 0.15)) * ((1 - 0.25)*(1 - 0.2 - 0.3)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 55.71532838 ~ 74.28710451 → 56 ~ 74&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_2.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* 4&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1 - 0.3))&lt;br /&gt;
|* ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Masterful Blessing&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: -10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Normal Damage:&amp;lt;/b&amp;gt;+35% (Blessing)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&amp;lt;br&amp;gt;+50% (Favorable Wind)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&amp;lt;br&amp;gt;-25% (Optical Illusion)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * 4 * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1 - 0.3)) * ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5)) * ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 47.96364375 → 48&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An edge case that triggers the Tag-based damage cap:&amp;lt;br&amp;gt;&lt;br /&gt;
Below is an image of a battle between two heroes with attack and defense bonuses listed on the screen.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial Attack / Defense Damage modifier: ( (36 + 20) / (12 + 20) ) → (56 / 32) = 1.75 &lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Mastery: Friendly creatures deal +10% and take -10% Ranged and Long Reach Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cover (Defense Subskill): Friendly creatures take —20% Damage from Ranged and Long Reach attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Expert Defense: Friendly creatures take —25% Damage from basic attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aegis: This creature and adjacent friendly creatures take —30% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Defense III (Creature Passive): Takes —60% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Optical Illusion: -50% Ranged Damage taken.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifier total: ( 1 - 25%) * (1 - 10% - 20% - 30% - 60% - 50%) = -52.5% → 10% &lt;br /&gt;
(-90% damage, result has to be 10% at minimum)&lt;br /&gt;
&lt;br /&gt;
All-Type Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radiant Armor: Takes -40% Damage from all sources.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, we have 100 Archangels attacking the Animated Armor &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Archangel attack / defense modifier against Animated Armor is 1.75. Archangel damage range is 50 - 75. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Multiplied with damage modifier we get a range of 5,000 - 7,500. That damage range gets multiplied with the modifier to come out to 8,750 - 13,125.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Next comes all-type damage modifiers. All modifiers get added together and then multiplied with the damage range. There are no all-type Damage bonuses, with one all-type damage reduction of 40% (radiant armor), so that becomes 5,250 - 7,875 &lt;br /&gt;
&amp;lt;li&amp;gt;Next is the tag-based bonuses and reductions. There are no tag-based bonuses, and a combined -180% from tag-based damage reductions, which gets capped at 90% damage reduction. Multiplying by .10 we get 525 - 787.5 (which becomes 788), which is our final damage result on the screen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full Formula written out with numbers from example:&lt;br /&gt;
&lt;br /&gt;
(100) x (50 - 75) x (1.75) x (0.6) x (0.1)  = 525 - 787.5 (which is rounded up to 788).&lt;br /&gt;
&lt;br /&gt;
===Spells &amp;amp; Hero abilities===&lt;br /&gt;
Moving and attacking with your units is not the only thing you can do while in Combat. Your Heroes are also able to cast powerful spells which can alter the flow of battle in your favor. Spells can damage enemy units directly, bestow positive effects on your units and negative effects on enemies, create obstacles on the battlefield itself, and more. Spells require spell points in order to cast them, which are determined based on your Hero&#039;s [[Hero Basics#Attributes|Knowledge]] stat. Spells can range in tiers from 1 - 5, and each tier of magic has increasingly more effective spells belonging to it. As spells rise in tier, their cost in spell points also rises, meaning that unless you have a very knowledgeable Hero, you are going to have to weigh your choices in combat. Individual spells also have their own levels of effectiveness that cause them to become more powerful depending on how skilled your hero is at magic. A full breakdown of spellcasting may be found [[Spellcasting|here]].&lt;br /&gt;
&lt;br /&gt;
===Creature abilities===&lt;br /&gt;
Aside from Spellcasting, Heroes &amp;amp; Creatures may also have access to several different Abilities they may use during battle. An Ability is similar to a Spell in that it is another way to interact with the battlefield, directly or indirectly, but they are powered by something called [[Focus|Focus Points]] instead. Focus is generated through the course of a battle by attacking and being attacked by enemy creatures, by certain Sub-Skills heroes can learn, and through certain kinds of Spells.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Morale is a combat modifier from your hero that can impact how effective your creatures are on the battlefield. Positive Morale will give your units a chance to act twice in combat, while creatures with negative Morale may lose their chance to act at all that round. Each point of positive Morale will grant a 4% chance to act twice during their turn, while each point of negative Morale will have a 4% chance for that creature to lose their action.&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Morale, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Morale bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Morale of your army, and having extra sources of Morale can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
Another thing that can influence creature morale is the number of different factions in your army. Having all of your creatures belong to one faction will give you +1 to their morale, while each additional faction present in your army will reduce morale by -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Luck===&lt;br /&gt;
Luck is the potential for a unit to deal extra damage (or reduced damage for bad luck) during combat. Each point of luck will give a 6% chance to get a Lucky or Unlucky strike during battle. Creatures deal 50% more damage on a Lucky strike, and 50% less damage on an unlucky strike. For a full description of the combat formula, visit [[Combat System#Damage|Combat System]].&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Luck, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Luck bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Luck of your army, and having extra sources of Luck can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
There are many gameplay modifiers that can influence Morale &amp;amp; Luck, such as [[Skills|Hero Skills]], [[Laws|Faction Laws]], &amp;amp; [[Artifacts]]. You may also receive temporary effects from Map Objects that can increase or decrease these stats.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=18363</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=18363"/>
		<updated>2026-05-20T06:48:50Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{loc}}&lt;br /&gt;
===Overview===&lt;br /&gt;
Battles in Heroes of Might and Magic take place on rectangular battlefields, with individual hex spaces representing spaces a unit can occupy. Your army is positioned on one side, with the enemy army on the opposite. Most battles will have various objects strewn about which represent hex spaces that may not be occupied by unit stacks. These obstacles can act as choke points to funnel enemy units though, or as natural walls for ranged units to position to protect themselves from enemy melee units. When besieging an enemy city, roughly half of the battlefield will be taken up by the defender&#039;s city walls which must be destroyed before becoming passable by ground troops.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Updated battlefield.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Turn order &amp;amp; Movement speed===&lt;br /&gt;
Combat is divided into rounds. During each round, unit stacks take turns moving across the battlefield and attacking enemy units. A round ends once all units from both sides have acted or used their abilities.&lt;br /&gt;
&lt;br /&gt;
Across the top of the battlefield interface, there will be a row of icons representing every creature stack in the battle and the order in which they will be taking their turns during the current round. This order is mostly determined by a creature&#039;s initiative ([[File:Icon Stats Initiative.png|22px]]) &amp;amp; speed ([[File:Icon Stats Speed.png|22px]]) values. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiative determines how soon a creature can act during battle, while speed indicates how far a creature is able to move during its turn. Most units will have their initiative and speed values be fairly close to each other, but there are some examples of creatures who are able to act very soon in combat but cannot move very far, and creatures with low initiative but very high speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Chanter.png|800px]][[File:Unthinkable shoth.png|800px]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a tie in initiative, turn priority will go to creatures with the higher speed value. If multiple creature stacks have equal initiative &amp;amp; speed values, the turn order will shift back and forth between either side. With regard to allied troops that are first to act, the move order will additionally be sorted by how they appear in the order they appear in the hero&#039;s army slots, from left to right. This applies even if units are arranged differently on the battlefield during the Tactics phase. After all unit stacks on both sides have had an opportunity to move, attack, or take another action, the battle will move on the next round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Note:&amp;lt;/span&amp;gt; In the first round of battle, if both sides have creatures with identical initiative and speed values, the tie break for moving first will go to the attacker. It appears that odd numbered rounds will give initiative priority to the attacker, while defenders are given priority on even-numbered rounds.&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal full screen.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|Considering the previous example, if the attacker also had another creature with higher initiative, that creature would take the first action, and then the next action would go to the defending side, and then back to the attacker, and so on. It appears that the game tries to give equal opportunity to act to both sides as much as possible. If the stack of Griffins were to die, then the round order would change to have the attacker&#039;s Guard Captains take the first action. &amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal minimized.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waiting &amp;amp; Skipping turns===&lt;br /&gt;
Other than Attacking or using [[Abilities]], unit stacks also have two additional options to take when it is their turn.&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wait&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: The &#039;Wait&#039; option will push that unit&#039;s action to the end of the turn order. Once a unit has taken this option, their initiative will essentially be flipped, with the highest Initiative units taking their turn after everything else has acted. Having your units wait during battles can be very advantageous, as you can force lower initiative to take their turn first, either having to stay in place or move towards you, allowing you to take the first attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Skip Turn&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: This option will simply end your unit&#039;s turn without them having taken an action or moving. While it is generally a good idea to always be maneuvering your units into better position or attacking your enemy&#039;s units, it is sometimes the best move to do nothing. Sometimes you will want your weaker units to not attack a powerful enemy stack because the retaliation will greatly hurt or kill them, or perhaps you have a small stack of a weak unit positioned next to an enemy ranged unit to prevent them from shooting at your more powerful stack of creatures. Other times you may be blocking your ranged units from being attacked by having small stacks of weaker creatures standing in the way of the enemy, and you want them to waste their actions killing off them instead of attacking the ranged units behind them.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Units can use one of three basic attack types on the battlefield:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;line-height:220%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Used against units in adjacent hexes. Will trigger a counterattack, in most cases.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Long Reach Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Target enemy units exactly one hex away. These attacks do not provoke a counterattack. Units with Long Reach attacks can often also engage in melee if needed.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Can target any enemy on the battlefield, except when an enemy is in an adjacent hex; in that case, the unit may only move or perform a melee attack. Ranged attacks deal reduced damage if the target is more than three hexes away: damage decreases by 10% per additional hex, up to a maximum of 50% reduction.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
When a creature attacks another, the damage inflicted is increased by the attacker&#039;s Attack ([[File:Icon Stats Attack.png|22px]]ATK) value and reduced by the defender&#039;s Defense ([[File:Icon Stats Defense.png|22px]]DEF) value.&lt;br /&gt;
&lt;br /&gt;
The Attack and Defense of the hero is added to the Attack and Defense of the creatures under their command. &lt;br /&gt;
&lt;br /&gt;
The damage is multiplied by (1 + 5% × attacker&#039;s [[File:Icon Stats Attack.png|22px]] ATK), then divided by (1 + 5% × defender&#039;s [[File:Icon Stats Defense.png|22px]]DEF). An other equivalent formula is: (20 + [[File:Icon Stats Attack.png|22px]] ATK) / (20 + [[File:Icon Stats Defense.png|22px]]DEF). &amp;lt;br&amp;gt;&lt;br /&gt;
For example, if a Swordsman (4 Attack, 4 Defense) were to attack a Skeleton (4 Attack, 1 Defense), the modifier would be (20 + 4) / (20 + 1), for a result of 1.14. This means that when the Swordsman attacks the Skeleton, it will deal 2-3 Damage (its Damage value on its stats page) multiplied by 1.14. This results in a final damage calculation of 2.28 - 3.42 (Damage is rounded up to next whole number if over .5, and rounded down if under .5).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a Table showing common Attack Modifiers and how they impact teh resulting Damage:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:80%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: center; width: 45%;&amp;quot; | Damage Modifiers&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align: center; width: 35%;&amp;quot; | Damage Formula&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + [[File:Skill_Offense.png|22px]] Offense (10%/15%/20% Dmg Bonus)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [1.10;1.15;1.20]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + Defending Creature has [[File:Skill_Defense.png|22px]] Defense (15%/20%/25% Dmg Reduction)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [0.85;0.80;0.75]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Overall Formula for Damage Calculations&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) × Bonus1 × Bonus2 × ... × BonusN × Crit &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) × Bonus1 × Bonus2 × ... × BonusN × Crit / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |colspan=2 style=&amp;quot;text-align:left;&amp;quot;| Example : &amp;lt;br&amp;gt; Attacking creature: 12-16 damage, 10 creatures, &amp;lt;br&amp;gt; 13 ATK + 9 ATK from the hero + hero has skill [[File:Skill_Offense.png|22px]] Offense 2  (20% Dmg Bonus) &amp;lt;br&amp;gt; The attack is a [[File:Skill_Luck.png|22px]] Lucky Strike &amp;lt;br&amp;gt; Defending Creature: 10 DEF + 8 DEF from the hero + hero has skill [[File:Skill_Defense.png|22px]] Defense 3  (25% Dmg Reduction) &lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + 13 + 9) / (20 + 10 + 8) × 1.25 × 0.75 × 1.5 &amp;lt;br&amp;gt; = 42 / 38 × 1.38 = 1.5253 &amp;lt;br&amp;gt; 10 × 1.5253 × [12–16] = [183–244] --&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As more and more modifiers get added into the mix, however, calculating damage can be more complicated, as bonuses to specific kinds of damage (Tag-based Damage) are grouped differently than bonuses that affect all types of damage (All-type Damage).&lt;br /&gt;
&lt;br /&gt;
The full formula is: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;text-align:center;&amp;quot;&lt;br /&gt;
|(Unit Count) x (Unit Damage) x (Attack / Defense Modifier) x (All-type Damage Modifiers) x (Tag-based Damage Modifiers) x (Other independent Modifiers) x (Luck Modifier) = Damage Range.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All-Type Damage Modifiers: The parameters are inAllDmgMod​ or outAllDmgMod​ in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of All-Type Damage Modifiers: Radiant Armor, Naira&#039;s Way, Adaptation: Attack / Defense ([[Scorpion]] Ability)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-Based Damage: The parameters are inDmgMods or outDmgMods in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of Tag-Based Damage: Offense / Defense skills, Blessing spell, Favorable Wind / Optical Illusion&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Basically, if the spell / effect / skill calls out specific kinds of damage, then it is Tag-based. If it does not specify a particular source, then it should fall under the &amp;quot;All-type&amp;quot; category.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Other independent Modifiers: Other parameters, such as range penalty, walls reducing ranged damage taken, and extra damage against summoned units, Apex Predator ([[Reaver]]), Jousting Bonus ([[Cavalry]]), Luck is also part of this.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Other notes&amp;lt;/span&amp;gt;: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The Attack / Defense Modifier has no upper limit, with a lower limit of 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Reduction from the All-type Damage Reduction category has no upper limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based damage bonuses/reductions categorized by tags are added within the same category and then multiplied across different categories, with the minimum result being at least 10%.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based modifiers for attackers and defenders are calculated separately.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regardless of damage adjustments, the final result will deal at least 1 point of damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some calculation Examples:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_1.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* (3~4)&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1))&lt;br /&gt;
|* ((1 + 0.2) * (1 + 0.15))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: +10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * (3 ~ 4) * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1)) * ((1 + 0.2) * (1 + 0.15)) * ((1 - 0.25)*(1 - 0.2 - 0.3)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 55.71532838 ~ 74.28710451 → 55 ~ 74&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_2.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* 4&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1 - 0.3))&lt;br /&gt;
|* ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Masterful Blessing&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: -10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Normal Damage:&amp;lt;/b&amp;gt;+35% (Blessing)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&amp;lt;br&amp;gt;+50% (Favorable Wind)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&amp;lt;br&amp;gt;-25% (Optical Illusion)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * 4 * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1 - 0.3)) * ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5)) * ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 47.96364375 → 48&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An edge case that triggers the Tag-based damage cap:&amp;lt;br&amp;gt;&lt;br /&gt;
Below is an image of a battle between two heroes with attack and defense bonuses listed on the screen.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial Attack / Defense Damage modifier: ( (36 + 20) / (12 + 20) ) → (56 / 32) = 1.75 &lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Mastery: Friendly creatures deal +10% and take -10% Ranged and Long Reach Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cover (Defense Subskill): Friendly creatures take —20% Damage from Ranged and Long Reach attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Expert Defense: Friendly creatures take —25% Damage from basic attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aegis: This creature and adjacent friendly creatures take —30% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Defense III (Creature Passive): Takes —60% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Optical Illusion: -50% Ranged Damage taken.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifier total: ( 1 - 25%) * (1 - 10% - 20% - 30% - 60% - 50%) = -52.5% → 10% &lt;br /&gt;
(-90% damage, result has to be 10% at minimum)&lt;br /&gt;
&lt;br /&gt;
All-Type Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radiant Armor: Takes -40% Damage from all sources.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, we have 100 Archangels attacking the Animated Armor &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Archangel attack / defense modifier against Animated Armor is 1.75. Archangel damage range is 50 - 75. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Multiplied with damage modifier we get a range of 5,000 - 7,500. That damage range gets multiplied with the modifier to come out to 8,750 - 13,125.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Next comes all-type damage modifiers. All modifiers get added together and then multiplied with the damage range. There are no all-type Damage bonuses, with one all-type damage reduction of 40% (radiant armor), so that becomes 5,250 - 7,875 &lt;br /&gt;
&amp;lt;li&amp;gt;Next is the tag-based bonuses and reductions. There are no tag-based bonuses, and a combined -180% from tag-based damage reductions, which gets capped at 90% damage reduction. Multiplying by .10 we get 525 - 787.5 (which becomes 788), which is our final damage result on the screen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full Formula written out with numbers from example:&lt;br /&gt;
&lt;br /&gt;
(100) x (50 - 75) x (1.75) x (0.6) x (0.1)  = 525 - 787.5 (which is rounded up to 788).&lt;br /&gt;
&lt;br /&gt;
===Spells &amp;amp; Hero abilities===&lt;br /&gt;
Moving and attacking with your units is not the only thing you can do while in Combat. Your Heroes are also able to cast powerful spells which can alter the flow of battle in your favor. Spells can damage enemy units directly, bestow positive effects on your units and negative effects on enemies, create obstacles on the battlefield itself, and more. Spells require spell points in order to cast them, which are determined based on your Hero&#039;s [[Hero Basics#Attributes|Knowledge]] stat. Spells can range in tiers from 1 - 5, and each tier of magic has increasingly more effective spells belonging to it. As spells rise in tier, their cost in spell points also rises, meaning that unless you have a very knowledgeable Hero, you are going to have to weigh your choices in combat. Individual spells also have their own levels of effectiveness that cause them to become more powerful depending on how skilled your hero is at magic. A full breakdown of spellcasting may be found [[Spellcasting|here]].&lt;br /&gt;
&lt;br /&gt;
===Creature abilities===&lt;br /&gt;
Aside from Spellcasting, Heroes &amp;amp; Creatures may also have access to several different Abilities they may use during battle. An Ability is similar to a Spell in that it is another way to interact with the battlefield, directly or indirectly, but they are powered by something called [[Focus|Focus Points]] instead. Focus is generated through the course of a battle by attacking and being attacked by enemy creatures, by certain Sub-Skills heroes can learn, and through certain kinds of Spells.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Morale is a combat modifier from your hero that can impact how effective your creatures are on the battlefield. Positive Morale will give your units a chance to act twice in combat, while creatures with negative Morale may lose their chance to act at all that round. Each point of positive Morale will grant a 4% chance to act twice during their turn, while each point of negative Morale will have a 4% chance for that creature to lose their action.&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Morale, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Morale bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Morale of your army, and having extra sources of Morale can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
Another thing that can influence creature morale is the number of different factions in your army. Having all of your creatures belong to one faction will give you +1 to their morale, while each additional faction present in your army will reduce morale by -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Luck===&lt;br /&gt;
Luck is the potential for a unit to deal extra damage (or reduced damage for bad luck) during combat. Each point of luck will give a 6% chance to get a Lucky or Unlucky strike during battle. Creatures deal 50% more damage on a Lucky strike, and 50% less damage on an unlucky strike. For a full description of the combat formula, visit [[Combat System#Damage|Combat System]].&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Luck, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Luck bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Luck of your army, and having extra sources of Luck can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
There are many gameplay modifiers that can influence Morale &amp;amp; Luck, such as [[Skills|Hero Skills]], [[Laws|Faction Laws]], &amp;amp; [[Artifacts]]. You may also receive temporary effects from Map Objects that can increase or decrease these stats.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=18362</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Combat_System&amp;diff=18362"/>
		<updated>2026-05-20T06:47:41Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{loc}}&lt;br /&gt;
===Overview===&lt;br /&gt;
Battles in Heroes of Might and Magic take place on rectangular battlefields, with individual hex spaces representing spaces a unit can occupy. Your army is positioned on one side, with the enemy army on the opposite. Most battles will have various objects strewn about which represent hex spaces that may not be occupied by unit stacks. These obstacles can act as choke points to funnel enemy units though, or as natural walls for ranged units to position to protect themselves from enemy melee units. When besieging an enemy city, roughly half of the battlefield will be taken up by the defender&#039;s city walls which must be destroyed before becoming passable by ground troops.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Updated battlefield.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Turn order &amp;amp; Movement speed===&lt;br /&gt;
Combat is divided into rounds. During each round, unit stacks take turns moving across the battlefield and attacking enemy units. A round ends once all units from both sides have acted or used their abilities.&lt;br /&gt;
&lt;br /&gt;
Across the top of the battlefield interface, there will be a row of icons representing every creature stack in the battle and the order in which they will be taking their turns during the current round. This order is mostly determined by a creature&#039;s initiative ([[File:Icon Stats Initiative.png|22px]]) &amp;amp; speed ([[File:Icon Stats Speed.png|22px]]) values. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initiative determines how soon a creature can act during battle, while speed indicates how far a creature is able to move during its turn. Most units will have their initiative and speed values be fairly close to each other, but there are some examples of creatures who are able to act very soon in combat but cannot move very far, and creatures with low initiative but very high speed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Chanter.png|800px]][[File:Unthinkable shoth.png|800px]]&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is a tie in initiative, turn priority will go to creatures with the higher speed value. If multiple creature stacks have equal initiative &amp;amp; speed values, the turn order will shift back and forth between either side. With regard to allied troops that are first to act, the move order will additionally be sorted by how they appear in the order they appear in the hero&#039;s army slots, from left to right. This applies even if units are arranged differently on the battlefield during the Tactics phase. After all unit stacks on both sides have had an opportunity to move, attack, or take another action, the battle will move on the next round.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Note:&amp;lt;/span&amp;gt; In the first round of battle, if both sides have creatures with identical initiative and speed values, the tie break for moving first will go to the attacker. It appears that odd numbered rounds will give initiative priority to the attacker, while defenders are given priority on even-numbered rounds.&amp;lt;/table&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal full screen.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:69%;text-align:center;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|rowspan=1|Considering the previous example, if the attacker also had another creature with higher initiative, that creature would take the first action, and then the next action would go to the defending side, and then back to the attacker, and so on. It appears that the game tries to give equal opportunity to act to both sides as much as possible. If the stack of Griffins were to die, then the round order would change to have the attacker&#039;s Guard Captains take the first action. &amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:Turn order equal minimized.png|1000px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waiting &amp;amp; Skipping turns===&lt;br /&gt;
Other than Attacking or using [[Abilities]], unit stacks also have two additional options to take when it is their turn.&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wait&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: The &#039;Wait&#039; option will push that unit&#039;s action to the end of the turn order. Once a unit has taken this option, their initiative will essentially be flipped, with the highest Initiative units taking their turn after everything else has acted. Having your units wait during battles can be very advantageous, as you can force lower initiative to take their turn first, either having to stay in place or move towards you, allowing you to take the first attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Skip Turn&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: This option will simply end your unit&#039;s turn without them having taken an action or moving. While it is generally a good idea to always be maneuvering your units into better position or attacking your enemy&#039;s units, it is sometimes the best move to do nothing. Sometimes you will want your weaker units to not attack a powerful enemy stack because the retaliation will greatly hurt or kill them, or perhaps you have a small stack of a weak unit positioned next to an enemy ranged unit to prevent them from shooting at your more powerful stack of creatures. Other times you may be blocking your ranged units from being attacked by having small stacks of weaker creatures standing in the way of the enemy, and you want them to waste their actions killing off them instead of attacking the ranged units behind them.&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attacking===&lt;br /&gt;
Units can use one of three basic attack types on the battlefield:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul style=&amp;quot;list-style-type:none;line-height:220%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Used against units in adjacent hexes. Will trigger a counterattack, in most cases.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Long Reach Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Target enemy units exactly one hex away. These attacks do not provoke a counterattack. Units with Long Reach attacks can often also engage in melee if needed.&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attacks&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;: Can target any enemy on the battlefield, except when an enemy is in an adjacent hex; in that case, the unit may only move or perform a melee attack. Ranged attacks deal reduced damage if the target is more than three hexes away: damage decreases by 10% per additional hex, up to a maximum of 50% reduction.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
When a creature attacks another, the damage inflicted is increased by the attacker&#039;s Attack ([[File:Icon Stats Attack.png|22px]]ATK) value and reduced by the defender&#039;s Defense ([[File:Icon Stats Defense.png|22px]]DEF) value.&lt;br /&gt;
&lt;br /&gt;
The Attack and Defense of the hero is added to the Attack and Defense of the creatures under their command. &lt;br /&gt;
&lt;br /&gt;
The damage is multiplied by (1 + 5% × attacker&#039;s [[File:Icon Stats Attack.png|22px]] ATK), then divided by (1 + 5% × defender&#039;s [[File:Icon Stats Defense.png|22px]]DEF). An other equivalent formula is: (20 + [[File:Icon Stats Attack.png|22px]] ATK) / (20 + [[File:Icon Stats Defense.png|22px]]DEF). &amp;lt;br&amp;gt;&lt;br /&gt;
For example, if a Swordsman (4 Attack, 4 Defense) were to attack a Skeleton (4 Attack, 1 Defense), the modifier would be (20 + 4) / (20 + 1), for a result of 1.14. This means that when the Swordsman attacks the Skeleton, it will deal 2-3 Damage (its Damage value on its stats page) multiplied by 1.14. This results in a final damage calculation of 2.28 - 3.42 (Damage is rounded up to next whole number if over .5, and rounded down if under .5).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below is a Table showing common Attack Modifiers and how they impact teh resulting Damage:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:80%;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align: center; width: 45%;&amp;quot; | Damage Modifiers&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align: center; width: 35%;&amp;quot; | Damage Formula&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + [[File:Skill_Offense.png|22px]] Offense (10%/15%/20% Dmg Bonus)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [1.10;1.15;1.20]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Basic Modifier + Defending Creature has [[File:Skill_Defense.png|22px]] Defense (15%/20%/25% Dmg Reduction)&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|BASIC MODIFIER × [0.85;0.80;0.75]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 style=&amp;quot;text-align:left;&amp;quot;|Overall Formula for Damage Calculations&lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + ATK) / (20 + DEF) × Bonus1 × Bonus2 × ... × BonusN × Crit &amp;lt;br&amp;gt;=&amp;lt;br&amp;gt;(1 + 5% × ATK) × Bonus1 × Bonus2 × ... × BonusN × Crit / (1 + 5% × DEF)&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- |colspan=2 style=&amp;quot;text-align:left;&amp;quot;| Example : &amp;lt;br&amp;gt; Attacking creature: 12-16 damage, 10 creatures, &amp;lt;br&amp;gt; 13 ATK + 9 ATK from the hero + hero has skill [[File:Skill_Offense.png|22px]] Offense 2  (20% Dmg Bonus) &amp;lt;br&amp;gt; The attack is a [[File:Skill_Luck.png|22px]] Lucky Strike &amp;lt;br&amp;gt; Defending Creature: 10 DEF + 8 DEF from the hero + hero has skill [[File:Skill_Defense.png|22px]] Defense 3  (25% Dmg Reduction) &lt;br /&gt;
|colspan=6 style=&amp;quot;text-align:center;&amp;quot;|(20 + 13 + 9) / (20 + 10 + 8) × 1.25 × 0.75 × 1.5 &amp;lt;br&amp;gt; = 42 / 38 × 1.38 = 1.5253 &amp;lt;br&amp;gt; 10 × 1.5253 × [12–16] = [183–244] --&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As more and more modifiers get added into the mix, however, calculating damage can be more complicated, as bonuses to specific kinds of damage (Tag-based Damage) are grouped differently than bonuses that affect all types of damage (All-type Damage).&lt;br /&gt;
&lt;br /&gt;
The full formula is: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;text-align:center;&amp;quot;&lt;br /&gt;
|(Unit Count) x (Unit Damage) x (Attack / Defense Modifier) x (All-type Damage Modifiers) x (Tag-based Damage Modifiers) x (Other independent Modifiers) x (Luck Modifier) = Damage Range.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All-Type Damage Modifiers: The parameters are inAllDmgMod​ or outAllDmgMod​ in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of All-Type Damage Modifiers: Radiant Armor, Naira&#039;s Way, Adaptation: Attack / Defense ([[Scorpion]] Ability)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-Based Damage: The parameters are inDmgMods or outDmgMods in the data files.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Examples of Tag-Based Damage: Offense / Defense skills, Blessing spell, Favorable Wind / Optical Illusion&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Basically, if the spell / effect / skill calls out specific kinds of damage, then it is Tag-based. If it does not specify a particular source, then it should fall under the &amp;quot;All-type&amp;quot; category.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Other independent Modifiers: Other parameters, such as range penalty, walls reducing ranged damage taken, and extra damage against summoned units, Apex Predator ([[Reaver]]), Jousting Bonus ([[Cavalry]]), Luck is also part of this.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Other notes&amp;lt;/span&amp;gt;: &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The Attack / Defense Modifier has no upper limit, with a lower limit of 0.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Damage Reduction from the All-type Damage Reduction category has no upper limit.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based damage bonuses/reductions categorized by tags are added within the same category and then multiplied across different categories, with the minimum result being at least 10%.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Tag-based modifiers for attackers and defenders are calculated separately.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Regardless of damage adjustments, the final result will deal at least 1 point of damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some calculation Examples:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_1.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* (3~4)&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1))&lt;br /&gt;
|* ((1 + 0.2) * (1 + 0.15))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: +10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * (3 ~ 4) * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1)) * ((1 + 0.2) * (1 + 0.15)) * ((1 - 0.25)*(1 - 0.2 - 0.3)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 55.71532838 ~ 74.28710451 → 55 ~ 74&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10*10*(20+12)/(20+17)*((1 + 0.2) * (1 - 0.4 - 0.2))&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
|colspan=7|&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example_2.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unit count&lt;br /&gt;
|Unit Damage&lt;br /&gt;
|A/D Modifier&lt;br /&gt;
|All-type Modifiers&lt;br /&gt;
|Attacker Tag-based&lt;br /&gt;
|Defender Tag-based&lt;br /&gt;
|Other independent Modifiers&lt;br /&gt;
|-&lt;br /&gt;
|100&lt;br /&gt;
|* 4&lt;br /&gt;
|* (9+20)/(8+20)&lt;br /&gt;
|* ((1 + 0.1) * (1 - 0.1 - 0.3))&lt;br /&gt;
|* ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5))&lt;br /&gt;
|* ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25))&lt;br /&gt;
|* 0.5 * 0.7&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Masterful Blessing&lt;br /&gt;
|1.035714&lt;br /&gt;
|Fields of Serenity: -10% / -10%&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; +20% (Advanced Offense)&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Normal Damage:&amp;lt;/b&amp;gt;+35% (Blessing)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;+15% (Archery)&amp;lt;br&amp;gt;+50% (Favorable Wind)&lt;br /&gt;
|&amp;lt;b&amp;gt;Basic Damage:&amp;lt;/b&amp;gt; -25% (Expert Defense)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Ranged Damage: &amp;lt;/b&amp;gt;-20% (Cover)&amp;lt;br&amp;gt;-30% (Ranged Defense I)&amp;lt;br&amp;gt;-25% (Optical Illusion)&lt;br /&gt;
|Wall: -50%&amp;lt;br&amp;gt;Attack range: -30% (7 tiles)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=7|100 * 4 * (9+20)/(8+20) * ((1 + 0.1) * (1 - 0.1 - 0.3)) * ((1 + 0.20)*(1 + 0.35)*(1 + 0.15 + 0.5)) * ((1 - 0.25)*(1 - 0.2 - 0.3 - 0.25)) * 0.7 * 0.5&amp;lt;br&amp;gt;= 47.96364375 → 48&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
An edge case that triggers the Tag-based damage cap:&amp;lt;br&amp;gt;&lt;br /&gt;
Below is an image of a battle between two heroes with attack and defense bonuses listed on the screen.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;oe_img_center&amp;quot;&amp;gt;[[File:damage_example.png|1200px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initial Attack / Defense Damage modifier: ( (36 + 20) / (12 + 20) ) → (56 / 32) = 1.75 &lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Mastery: Friendly creatures deal +10% and take -10% Ranged and Long Reach Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cover (Defense Subskill): Friendly creatures take —20% Damage from Ranged and Long Reach attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Expert Defense: Friendly creatures take —25% Damage from basic attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Aegis: This creature and adjacent friendly creatures take —30% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ranged Defense III (Creature Passive): Takes —60% Ranged Damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Optical Illusion: -50% Ranged Damage taken.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tag-Based Damage Modifier total: ( 1 - 25%) * (1 - 10% - 20% - 30% - 60% - 50%) = -52.5% → 10% &lt;br /&gt;
(-90% damage, result has to be 10% at minimum)&lt;br /&gt;
&lt;br /&gt;
All-Type Damage Modifiers:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Radiant Armor: Takes -40% Damage from all sources.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, we have 100 Archangels attacking the Animated Armor &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Archangel attack / defense modifier against Animated Armor is 1.75. Archangel damage range is 50 - 75. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Multiplied with damage modifier we get a range of 5,000 - 7,500. That damage range gets multiplied with the modifier to come out to 8,750 - 13,125.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Next comes all-type damage modifiers. All modifiers get added together and then multiplied with the damage range. There are no all-type Damage bonuses, with one all-type damage reduction of 40% (radiant armor), so that becomes 5,250 - 7,875 &lt;br /&gt;
&amp;lt;li&amp;gt;Next is the tag-based bonuses and reductions. There are no tag-based bonuses, and a combined -180% from tag-based damage reductions, which gets capped at 90% damage reduction. Multiplying by .10 we get 525 - 787.5 (which becomes 788), which is our final damage result on the screen.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Full Formula written out with numbers from example:&lt;br /&gt;
&lt;br /&gt;
(100) x (50 - 75) x (1.75) x (0.6) x (0.1)  = 525 - 787.5 (which is rounded up to 788).&lt;br /&gt;
&lt;br /&gt;
===Spells &amp;amp; Hero abilities===&lt;br /&gt;
Moving and attacking with your units is not the only thing you can do while in Combat. Your Heroes are also able to cast powerful spells which can alter the flow of battle in your favor. Spells can damage enemy units directly, bestow positive effects on your units and negative effects on enemies, create obstacles on the battlefield itself, and more. Spells require spell points in order to cast them, which are determined based on your Hero&#039;s [[Hero Basics#Attributes|Knowledge]] stat. Spells can range in tiers from 1 - 5, and each tier of magic has increasingly more effective spells belonging to it. As spells rise in tier, their cost in spell points also rises, meaning that unless you have a very knowledgeable Hero, you are going to have to weigh your choices in combat. Individual spells also have their own levels of effectiveness that cause them to become more powerful depending on how skilled your hero is at magic. A full breakdown of spellcasting may be found [[Spellcasting|here]].&lt;br /&gt;
&lt;br /&gt;
===Creature abilities===&lt;br /&gt;
Aside from Spellcasting, Heroes &amp;amp; Creatures may also have access to several different Abilities they may use during battle. An Ability is similar to a Spell in that it is another way to interact with the battlefield, directly or indirectly, but they are powered by something called [[Focus|Focus Points]] instead. Focus is generated through the course of a battle by attacking and being attacked by enemy creatures, by certain Sub-Skills heroes can learn, and through certain kinds of Spells.&lt;br /&gt;
&lt;br /&gt;
===Morale===&lt;br /&gt;
Morale is a combat modifier from your hero that can impact how effective your creatures are on the battlefield. Positive Morale will give your units a chance to act twice in combat, while creatures with negative Morale may lose their chance to act at all that round. Each point of positive Morale will grant a 4% chance to act twice during their turn, while each point of negative Morale will have a 4% chance for that creature to lose their action.&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Morale, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Morale bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Morale of your army, and having extra sources of Morale can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
Another thing that can influence creature morale is the number of different factions in your army. Having all of your creatures belong to one faction will give you +1 to their morale, while each additional faction present in your army will reduce morale by -1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Luck===&lt;br /&gt;
Luck is the potential for a unit to deal extra damage (or reduced damage for bad luck) during combat. Each point of luck will give a 6% chance to get a Lucky or Unlucky strike during battle. Creatures deal 50% more damage on a Lucky strike, and 50% less damage on an unlucky strike. For a full description of the combat formula, visit [[Combat System#Damage|Combat System]].&lt;br /&gt;
&lt;br /&gt;
There are many different [[Creature Types]] in the game. Each one will have its own potential range of Luck, with some types being completely unaffected by it, while others can never go below zero. While you can theoretically stack up Luck bonuses from many different sources, the effective cap for any creature is limited by its type. These extra bonuses are not necessarily wasted, however. Enemy heroes can have negative effects from [[Artifacts]] and other sources that reduce the Luck of your army, and having extra sources of Luck can help to counteract these effects.&lt;br /&gt;
&lt;br /&gt;
There are many gameplay modifiers that can influence Morale &amp;amp; Luck, such as [[Skills|Hero Skills]], [[Laws|Faction Laws]], &amp;amp; [[Artifacts]]. You may also receive temporary effects from Map Objects that can increase or decrease these stats.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Spellcasting]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_1.png&amp;diff=18361</id>
		<title>File:Damage example 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_1.png&amp;diff=18361"/>
		<updated>2026-05-20T03:55:35Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: 76561197984744213 uploaded a new version of File:Damage example 1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_2.png&amp;diff=18360</id>
		<title>File:Damage example 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_2.png&amp;diff=18360"/>
		<updated>2026-05-20T03:55:00Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: 76561197984744213 uploaded a new version of File:Damage example 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_2.png&amp;diff=18355</id>
		<title>File:Damage example 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_2.png&amp;diff=18355"/>
		<updated>2026-05-20T03:34:35Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_1.png&amp;diff=18354</id>
		<title>File:Damage example 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_1.png&amp;diff=18354"/>
		<updated>2026-05-20T03:34:12Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: 76561197984744213 uploaded a new version of File:Damage example 1.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_1.png&amp;diff=18351</id>
		<title>File:Damage example 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Damage_example_1.png&amp;diff=18351"/>
		<updated>2026-05-20T03:20:11Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Module:UnitsOverview&amp;diff=17906</id>
		<title>Module:UnitsOverview</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Module:UnitsOverview&amp;diff=17906"/>
		<updated>2026-05-17T15:24:54Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
local FACTION_ORDER = {&lt;br /&gt;
    human = 1,&lt;br /&gt;
    undead = 2,&lt;br /&gt;
    nature = 3,&lt;br /&gt;
    demon = 4,&lt;br /&gt;
    unfrozen = 5,&lt;br /&gt;
    dungeon = 6,&lt;br /&gt;
    neutral = 7,&lt;br /&gt;
}&lt;br /&gt;
local FACTION_IDS_IN_TRANSLATION = {&lt;br /&gt;
    &#039;human&#039;,&lt;br /&gt;
    &#039;undead&#039;,&lt;br /&gt;
    &#039;nature&#039;,&lt;br /&gt;
    &#039;demon&#039;,&lt;br /&gt;
    &#039;unfrozen&#039;,&lt;br /&gt;
    &#039;dungeon&#039;,&lt;br /&gt;
    &#039;neutral&#039;, -- missing&lt;br /&gt;
}&lt;br /&gt;
local OTHER_IDS_IN_TRANSLATION = {&lt;br /&gt;
    &#039;unit&#039;, -- missing&lt;br /&gt;
    &#039;faction&#039;,&lt;br /&gt;
    &#039;tier&#039;, -- missing&lt;br /&gt;
    &#039;cost&#039;, -- missing&lt;br /&gt;
    &#039;hp&#039;,&lt;br /&gt;
    &#039;offence&#039;,&lt;br /&gt;
    &#039;defence&#039;,&lt;br /&gt;
    &#039;damage&#039;,&lt;br /&gt;
    &#039;initiative&#039;,&lt;br /&gt;
    &#039;speed&#039;,&lt;br /&gt;
    &#039;ranged&#039;,&lt;br /&gt;
}&lt;br /&gt;
local RESOURCE_ICONS = {&lt;br /&gt;
    wood_cost     = &#039;Wood&#039;,&lt;br /&gt;
    ore_cost      = &#039;Ore&#039;,&lt;br /&gt;
    mercury_cost  = &#039;Mercury&#039;,&lt;br /&gt;
    dust_cost     = &#039;Dust&#039;,&lt;br /&gt;
    crystal_cost  = &#039;Crystal&#039;,&lt;br /&gt;
    gemstone_cost = &#039;Gemstones&#039;&lt;br /&gt;
}&lt;br /&gt;
local ROMAN = { &#039;I&#039;, &#039;II&#039;, &#039;III&#039;, &#039;IV&#039;, &#039;V&#039;, &#039;VI&#039;, &#039;VII&#039;, &#039;VIII&#039; }&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Detects the current language from the URL&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function getCurrentLang()&lt;br /&gt;
    local title = mw.title.getCurrentTitle()&lt;br /&gt;
    local segments = mw.text.split(title.text, &#039;/&#039;)&lt;br /&gt;
    for i = #segments, 2, -1 do&lt;br /&gt;
        local segment = mw.ustring.lower(segments[i])&lt;br /&gt;
        if mw.language.isSupportedLanguage(segment) then&lt;br /&gt;
            return segment&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return &#039;en&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Awards a number from 0 to 3 for a unit, based on how upgraded it is&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeUpgradeRank(row)&lt;br /&gt;
    local base = (row[&#039;base&#039;] and row[&#039;base&#039;] ~= &amp;quot;&amp;quot;) and 1 or 0&lt;br /&gt;
    local upgrade = (row[&#039;upgrade&#039;] and row[&#039;upgrade&#039;] ~= &amp;quot;&amp;quot;) and 10 or 0&lt;br /&gt;
    local sum = base + upgrade&lt;br /&gt;
    if sum == 1 then&lt;br /&gt;
        return 3&lt;br /&gt;
    elseif sum == 10 then&lt;br /&gt;
        return 1&lt;br /&gt;
    elseif sum == 0 then&lt;br /&gt;
        return 0&lt;br /&gt;
    else&lt;br /&gt;
        return 2&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Returns 0, 1 or 2 depending on the ai_archetype value&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeRange(row)&lt;br /&gt;
    local v = row[&#039;ai_archetype&#039;]&lt;br /&gt;
    if v == &#039;reach_type&#039; then&lt;br /&gt;
        return 1&lt;br /&gt;
    elseif v == &#039;range_type&#039; or v == &#039;range_type_melee_shooters&#039; then&lt;br /&gt;
        return 2&lt;br /&gt;
    else&lt;br /&gt;
        return 0&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Returns a rich wikitext with numbers and icons&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeCost(row)&lt;br /&gt;
    local gold = row[&#039;gold_cost&#039;]&lt;br /&gt;
    local cost = gold .. &#039;[[File:Icon_Resource_Gold.png|24px|link=]]&#039;&lt;br /&gt;
    for key, icon in pairs(RESOURCE_ICONS) do&lt;br /&gt;
        local val = row[key]&lt;br /&gt;
        if val and val ~= &#039;&#039; and val ~= 0 then&lt;br /&gt;
            cost = cost .. &#039; &#039; .. val .. &#039;[[File:Icon_Resource_&#039;.. icon .. &#039;.png|24px|link=]]&#039;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return cost&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Retrieves the data from Cargo&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function query(lang)&lt;br /&gt;
    local tables = &#039;Unit, Translation&#039;&lt;br /&gt;
    local fields = &#039;&#039; ..&lt;br /&gt;
        &#039;Unit.id=id, &#039; ..&lt;br /&gt;
        &#039;Unit.faction=faction, &#039; ..&lt;br /&gt;
        &#039;Unit.tier=tier, &#039; ..&lt;br /&gt;
        &#039;Unit.hp=hp, &#039; ..&lt;br /&gt;
        &#039;Unit.offence=offence, &#039; ..&lt;br /&gt;
        &#039;Unit.defence=defence, &#039; ..&lt;br /&gt;
        &#039;Unit.damage_min=damage_min, &#039; ..&lt;br /&gt;
        &#039;Unit.damage_max=damage_max, &#039; ..&lt;br /&gt;
        &#039;Unit.initiative=initiative, &#039; ..&lt;br /&gt;
        &#039;Unit.speed=speed, &#039; ..&lt;br /&gt;
        &#039;Unit.ai_archetype=ai_archetype, &#039; .. -- we use it for range detection&lt;br /&gt;
        -- costs&lt;br /&gt;
        &#039;Unit.gold_cost=gold_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.wood_cost=wood_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.ore_cost=ore_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.mercury_cost=mercury_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.dust_cost=dust_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.crystal_cost=crystal_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.gemstone_cost=gemstone_cost, &#039; ..&lt;br /&gt;
        -- upgrade&lt;br /&gt;
        &#039;Unit.base_sid=base, &#039; ..&lt;br /&gt;
        &#039;Unit.upgrade_sid=upgrade, &#039; ..&lt;br /&gt;
        -- Translation&lt;br /&gt;
        &#039;Translation.language=language, &#039; ..&lt;br /&gt;
        &#039;Translation.name=transName&#039;&lt;br /&gt;
&lt;br /&gt;
    -- Get BOTH the English row AND the target language row&lt;br /&gt;
    local cargoArgs = {&lt;br /&gt;
        join = &#039;Unit.id = Translation.target_id&#039;,&lt;br /&gt;
        where = &#039;Translation.language = &amp;quot;en&amp;quot; OR Translation.language = &amp;quot;&#039; .. lang .. &#039;&amp;quot;&#039;,&lt;br /&gt;
        orderBy = &#039;Unit.id ASC&#039;,&lt;br /&gt;
        limit = 1000 -- Increased limit since each unit will return 2 rows&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    return mw.ext.cargo.query(tables, fields, cargoArgs)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Scans the Cargo results and folds the EN and lang rows into a single row&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function consolidateResults(results, lang)&lt;br /&gt;
    local units = {}&lt;br /&gt;
    for _, row in ipairs(results) do&lt;br /&gt;
        local id = row[&#039;id&#039;]&lt;br /&gt;
&lt;br /&gt;
        -- If this is the first time seeing this id, set up its basic stats&lt;br /&gt;
        if not units[id] then&lt;br /&gt;
            units[id] = mw.clone(row)&lt;br /&gt;
            units[id].upgradeRank = computeUpgradeRank(row)&lt;br /&gt;
            units[id].ranged = computeRange(row)&lt;br /&gt;
            units[id].cost = computeCost(row)&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        -- Save the names based on which language row we are currently looping over&lt;br /&gt;
        if row[&#039;language&#039;] == &#039;en&#039; then&lt;br /&gt;
            units[id].nameEn = row[&#039;transName&#039;]&lt;br /&gt;
        end&lt;br /&gt;
        if row[&#039;language&#039;] == lang then&lt;br /&gt;
            units[id].nameX = row[&#039;transName&#039;]&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Convert the Dictionary into an Array&lt;br /&gt;
    local unitsArray = {}&lt;br /&gt;
    for _, unitData in pairs(units) do&lt;br /&gt;
        table.insert(unitsArray, unitData)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return unitsArray&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Decides the order between two units, for sorting purposes.&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function sortUnits(unitA, unitB)&lt;br /&gt;
    local rankA = FACTION_ORDER[unitA.faction] or 99&lt;br /&gt;
    local rankB = FACTION_ORDER[unitB.faction] or 99&lt;br /&gt;
&lt;br /&gt;
    if rankA ~= rankB then&lt;br /&gt;
        return rankA &amp;lt; rankB&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    if unitA.tier ~= unitB.tier then&lt;br /&gt;
        return unitA.tier &amp;lt; unitB.tier&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    if unitA.upgradeRank ~= unitB.upgradeRank then&lt;br /&gt;
        return unitA.upgradeRank &amp;lt; unitB.upgradeRank&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return unitA.hp &amp;lt; unitB.hp&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Retrieves the text for some specific ids from Cargo Translations.&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function translateIds(ids, lang, where)&lt;br /&gt;
    -- Initialize&lt;br /&gt;
    local dictionary = {}&lt;br /&gt;
    for _, id in ipairs(ids) do&lt;br /&gt;
        dictionary[id] = id:gsub(&amp;quot;^%l&amp;quot;, string.upper)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Cargo&lt;br /&gt;
    local idListString = &#039;&amp;quot;&#039; .. table.concat(ids, &#039;&amp;quot;, &amp;quot;&#039;) .. &#039;&amp;quot;&#039;&lt;br /&gt;
    local tables = &#039;Translation&#039;&lt;br /&gt;
    local fields = &#039;target_id, name&#039;&lt;br /&gt;
    where = where or &#039;&#039;&lt;br /&gt;
    local cargoArgs = {&lt;br /&gt;
        where = &#039;target_id IN (&#039; .. idListString .. &#039;) AND language = &amp;quot;&#039; .. lang .. &#039;&amp;quot;&#039; .. where,&lt;br /&gt;
        limit = 100&lt;br /&gt;
    }&lt;br /&gt;
    local results = mw.ext.cargo.query(tables, fields, cargoArgs)&lt;br /&gt;
&lt;br /&gt;
    -- Update dictionary&lt;br /&gt;
    if results then&lt;br /&gt;
        for _, row in ipairs(results) do&lt;br /&gt;
            dictionary[row[&#039;target_id&#039;]] = row[&#039;name&#039;]&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return dictionary&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Displays a variable&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function dump(target)&lt;br /&gt;
    return &#039;&amp;lt;pre&amp;gt;&#039; .. mw.dumpObject(target) .. &#039;&amp;lt;/pre&amp;gt;&#039;&lt;br /&gt;
end&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Builds an icon+text combo for the unit&#039;s name&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function renderUnitName(u, suffix)&lt;br /&gt;
    local page = u.nameEn .. suffix&lt;br /&gt;
    local img = &#039;[[File:&#039; .. u.nameEn .. &#039; icon.png|40px|link=&#039; .. page .. &#039;]]&#039;&lt;br /&gt;
    local text = &#039;[[&#039; .. page .. &#039;|&#039; .. u.nameX .. &#039;]]&#039;&lt;br /&gt;
    return &#039;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039; .. img .. &#039; &#039; .. text .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Main public function&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
function p.display()&lt;br /&gt;
    local lang = getCurrentLang()&lt;br /&gt;
    local suffix = lang ~= &#039;en&#039; and &#039;/&#039; .. lang or &#039;&#039;&lt;br /&gt;
    local wordsEn = translateIds(OTHER_IDS_IN_TRANSLATION, &#039;en&#039;)&lt;br /&gt;
    local wordsX = lang == &#039;en&#039; and wordsEn or translateIds(OTHER_IDS_IN_TRANSLATION, lang)&lt;br /&gt;
    local factionEn = translateIds(FACTION_IDS_IN_TRANSLATION, &#039;en&#039;, &#039; AND type=&amp;quot;faction&amp;quot;&#039;)&lt;br /&gt;
    local factionX = lang == &#039;en&#039; and factionEn or translateIds(FACTION_IDS_IN_TRANSLATION, lang, &#039; AND type=&amp;quot;faction&amp;quot;&#039;)&lt;br /&gt;
&lt;br /&gt;
    -- Cargo&lt;br /&gt;
    local results = query(lang)&lt;br /&gt;
    local units = consolidateResults(results, lang)&lt;br /&gt;
    table.sort(units, sortUnits)&lt;br /&gt;
&lt;br /&gt;
    -- Table&lt;br /&gt;
    local htmlTable = mw.html.create(&#039;table&#039;)&lt;br /&gt;
    htmlTable:addClass(&#039;wikitable sortable&#039;)&lt;br /&gt;
    &lt;br /&gt;
    local thead = htmlTable:tag(&#039;thead&#039;):css(&#039;position&#039;, &#039;sticky&#039;):css(&#039;top&#039;, &#039;65px&#039;):css(&#039;z-index&#039;, &#039;100&#039;):css(&#039;background-color&#039;, &#039;#666&#039;)&lt;br /&gt;
&lt;br /&gt;
    -- Header&lt;br /&gt;
    local header = htmlTable:tag(&#039;tr&#039;)&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;unit&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;faction&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;tier&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;cost&#039;]):done()&lt;br /&gt;
    -- main stats&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Health Icon.png|24px|&#039; .. wordsX[&#039;hp&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Attack.png|24px|&#039; .. wordsX[&#039;offence&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Defence.png|24px|&#039; .. wordsX[&#039;defence&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Damage.png|24px|&#039; .. wordsX[&#039;damage&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Initiative.png|24px|&#039; .. wordsX[&#039;initiative&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Speed.png|24px|&#039; .. wordsX[&#039;speed&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    -- others&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Base_passive_ranged_attack.png|24px|&#039; .. wordsX[&#039;ranged&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
&lt;br /&gt;
    -- Body&lt;br /&gt;
    for _, u in ipairs(units) do&lt;br /&gt;
        local factionPage = factionEn[u.faction] .. &#039;_Units&#039; .. suffix&lt;br /&gt;
        local tr = htmlTable:tag(&#039;tr&#039;)&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(renderUnitName(u, suffix)):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(&#039;[[&#039; .. factionPage .. &#039;|&#039; .. factionX[u.faction] .. &#039;]]&#039;):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(ROMAN[tonumber(u.tier)]):done()&lt;br /&gt;
        -- cost&lt;br /&gt;
        tr:tag(&#039;td&#039;)&lt;br /&gt;
            :attr(&#039;data-sort-value&#039;, string.match(u.cost, &amp;quot;^%d+&amp;quot;))&lt;br /&gt;
            :wikitext(u.cost)&lt;br /&gt;
            :done()&lt;br /&gt;
        -- main stats&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.hp):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.offence):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.defence):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.damage_min .. &#039;-&#039; .. u.damage_max):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.initiative):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.speed):done()&lt;br /&gt;
        -- others&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.ranged):done()&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return tostring(htmlTable)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Module:UnitsOverview&amp;diff=17905</id>
		<title>Module:UnitsOverview</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Module:UnitsOverview&amp;diff=17905"/>
		<updated>2026-05-17T15:00:16Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
local FACTION_ORDER = {&lt;br /&gt;
    human = 1,&lt;br /&gt;
    undead = 2,&lt;br /&gt;
    nature = 3,&lt;br /&gt;
    demon = 4,&lt;br /&gt;
    unfrozen = 5,&lt;br /&gt;
    dungeon = 6,&lt;br /&gt;
    neutral = 7,&lt;br /&gt;
}&lt;br /&gt;
local FACTION_IDS_IN_TRANSLATION = {&lt;br /&gt;
    &#039;human&#039;,&lt;br /&gt;
    &#039;undead&#039;,&lt;br /&gt;
    &#039;nature&#039;,&lt;br /&gt;
    &#039;demon&#039;,&lt;br /&gt;
    &#039;unfrozen&#039;,&lt;br /&gt;
    &#039;dungeon&#039;,&lt;br /&gt;
    &#039;neutral&#039;, -- missing&lt;br /&gt;
}&lt;br /&gt;
local OTHER_IDS_IN_TRANSLATION = {&lt;br /&gt;
    &#039;unit&#039;, -- missing&lt;br /&gt;
    &#039;faction&#039;,&lt;br /&gt;
    &#039;tier&#039;, -- missing&lt;br /&gt;
    &#039;cost&#039;, -- missing&lt;br /&gt;
    &#039;hp&#039;,&lt;br /&gt;
    &#039;offence&#039;,&lt;br /&gt;
    &#039;defence&#039;,&lt;br /&gt;
    &#039;damage&#039;,&lt;br /&gt;
    &#039;initiative&#039;,&lt;br /&gt;
    &#039;speed&#039;,&lt;br /&gt;
    &#039;ranged&#039;,&lt;br /&gt;
}&lt;br /&gt;
local RESOURCE_ICONS = {&lt;br /&gt;
    wood_cost     = &#039;Wood&#039;,&lt;br /&gt;
    ore_cost      = &#039;Ore&#039;,&lt;br /&gt;
    mercury_cost  = &#039;Mercury&#039;,&lt;br /&gt;
    dust_cost     = &#039;Dust&#039;,&lt;br /&gt;
    crystal_cost  = &#039;Crystal&#039;,&lt;br /&gt;
    gemstone_cost = &#039;Gemstones&#039;&lt;br /&gt;
}&lt;br /&gt;
local ROMAN = { &#039;I&#039;, &#039;II&#039;, &#039;III&#039;, &#039;IV&#039;, &#039;V&#039;, &#039;VI&#039;, &#039;VII&#039;, &#039;VIII&#039; }&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Detects the current language from the URL&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function getCurrentLang()&lt;br /&gt;
    local title = mw.title.getCurrentTitle()&lt;br /&gt;
    local segments = mw.text.split(title.text, &#039;/&#039;)&lt;br /&gt;
    for i = #segments, 2, -1 do&lt;br /&gt;
        local segment = mw.ustring.lower(segments[i])&lt;br /&gt;
        if mw.language.isSupportedLanguage(segment) then&lt;br /&gt;
            return segment&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return &#039;en&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Awards a number from 0 to 3 for a unit, based on how upgraded it is&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeUpgradeRank(row)&lt;br /&gt;
    local base = (row[&#039;base&#039;] and row[&#039;base&#039;] ~= &amp;quot;&amp;quot;) and 1 or 0&lt;br /&gt;
    local upgrade = (row[&#039;upgrade&#039;] and row[&#039;upgrade&#039;] ~= &amp;quot;&amp;quot;) and 10 or 0&lt;br /&gt;
    local sum = base + upgrade&lt;br /&gt;
    if sum == 1 then&lt;br /&gt;
        return 3&lt;br /&gt;
    elseif sum == 10 then&lt;br /&gt;
        return 1&lt;br /&gt;
    elseif sum == 0 then&lt;br /&gt;
        return 0&lt;br /&gt;
    else&lt;br /&gt;
        return 2&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Returns 0, 1 or 2 depending on the ai_archetype value&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeRange(row)&lt;br /&gt;
    local v = row[&#039;ai_archetype&#039;]&lt;br /&gt;
    if v == &#039;reach_type&#039; then&lt;br /&gt;
        return 1&lt;br /&gt;
    elseif v == &#039;range_type&#039; or v == &#039;range_type_melee_shooters&#039; then&lt;br /&gt;
        return 2&lt;br /&gt;
    else&lt;br /&gt;
        return 0&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Returns a rich wikitext with numbers and icons&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeCost(row)&lt;br /&gt;
    local gold = row[&#039;gold_cost&#039;]&lt;br /&gt;
    local cost = gold .. &#039;[[File:Icon_Resource_Gold.png|24px|link=]]&#039;&lt;br /&gt;
    for key, icon in pairs(RESOURCE_ICONS) do&lt;br /&gt;
        local val = row[key]&lt;br /&gt;
        if val and val ~= &#039;&#039; and val ~= 0 then&lt;br /&gt;
            cost = cost .. &#039; &#039; .. val .. &#039;[[File:Icon_Resource_&#039;.. icon .. &#039;.png|24px|link=]]&#039;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return cost&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Retrieves the data from Cargo&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function query(lang)&lt;br /&gt;
    local tables = &#039;Unit, Translation&#039;&lt;br /&gt;
    local fields = &#039;&#039; ..&lt;br /&gt;
        &#039;Unit.id=id, &#039; ..&lt;br /&gt;
        &#039;Unit.faction=faction, &#039; ..&lt;br /&gt;
        &#039;Unit.tier=tier, &#039; ..&lt;br /&gt;
        &#039;Unit.hp=hp, &#039; ..&lt;br /&gt;
        &#039;Unit.offence=offence, &#039; ..&lt;br /&gt;
        &#039;Unit.defence=defence, &#039; ..&lt;br /&gt;
        &#039;Unit.damage_min=damage_min, &#039; ..&lt;br /&gt;
        &#039;Unit.damage_max=damage_max, &#039; ..&lt;br /&gt;
        &#039;Unit.initiative=initiative, &#039; ..&lt;br /&gt;
        &#039;Unit.speed=speed, &#039; ..&lt;br /&gt;
        &#039;Unit.ai_archetype=ai_archetype, &#039; .. -- we use it for range detection&lt;br /&gt;
        -- costs&lt;br /&gt;
        &#039;Unit.gold_cost=gold_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.wood_cost=wood_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.ore_cost=ore_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.mercury_cost=mercury_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.dust_cost=dust_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.crystal_cost=crystal_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.gemstone_cost=gemstone_cost, &#039; ..&lt;br /&gt;
        -- upgrade&lt;br /&gt;
        &#039;Unit.base_sid=base, &#039; ..&lt;br /&gt;
        &#039;Unit.upgrade_sid=upgrade, &#039; ..&lt;br /&gt;
        -- Translation&lt;br /&gt;
        &#039;Translation.language=language, &#039; ..&lt;br /&gt;
        &#039;Translation.name=transName&#039;&lt;br /&gt;
&lt;br /&gt;
    -- Get BOTH the English row AND the target language row&lt;br /&gt;
    local cargoArgs = {&lt;br /&gt;
        join = &#039;Unit.id = Translation.target_id&#039;,&lt;br /&gt;
        where = &#039;Translation.language = &amp;quot;en&amp;quot; OR Translation.language = &amp;quot;&#039; .. lang .. &#039;&amp;quot;&#039;,&lt;br /&gt;
        orderBy = &#039;Unit.id ASC&#039;,&lt;br /&gt;
        limit = 1000 -- Increased limit since each unit will return 2 rows&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    return mw.ext.cargo.query(tables, fields, cargoArgs)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Scans the Cargo results and folds the EN and lang rows into a single row&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function consolidateResults(results, lang)&lt;br /&gt;
    local units = {}&lt;br /&gt;
    for _, row in ipairs(results) do&lt;br /&gt;
        local id = row[&#039;id&#039;]&lt;br /&gt;
&lt;br /&gt;
        -- If this is the first time seeing this id, set up its basic stats&lt;br /&gt;
        if not units[id] then&lt;br /&gt;
            units[id] = mw.clone(row)&lt;br /&gt;
            units[id].upgradeRank = computeUpgradeRank(row)&lt;br /&gt;
            units[id].ranged = computeRange(row)&lt;br /&gt;
            units[id].cost = computeCost(row)&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        -- Save the names based on which language row we are currently looping over&lt;br /&gt;
        if row[&#039;language&#039;] == &#039;en&#039; then&lt;br /&gt;
            units[id].nameEn = row[&#039;transName&#039;]&lt;br /&gt;
        end&lt;br /&gt;
        if row[&#039;language&#039;] == lang then&lt;br /&gt;
            units[id].nameX = row[&#039;transName&#039;]&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Convert the Dictionary into an Array&lt;br /&gt;
    local unitsArray = {}&lt;br /&gt;
    for _, unitData in pairs(units) do&lt;br /&gt;
        table.insert(unitsArray, unitData)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return unitsArray&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Decides the order between two units, for sorting purposes.&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function sortUnits(unitA, unitB)&lt;br /&gt;
    local rankA = FACTION_ORDER[unitA.faction] or 99&lt;br /&gt;
    local rankB = FACTION_ORDER[unitB.faction] or 99&lt;br /&gt;
&lt;br /&gt;
    if rankA ~= rankB then&lt;br /&gt;
        return rankA &amp;lt; rankB&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    if unitA.tier ~= unitB.tier then&lt;br /&gt;
        return unitA.tier &amp;lt; unitB.tier&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    if unitA.upgradeRank ~= unitB.upgradeRank then&lt;br /&gt;
        return unitA.upgradeRank &amp;lt; unitB.upgradeRank&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return unitA.hp &amp;lt; unitB.hp&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Retrieves the text for some specific ids from Cargo Translations.&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function translateIds(ids, lang, where)&lt;br /&gt;
    -- Initialize&lt;br /&gt;
    local dictionary = {}&lt;br /&gt;
    for _, id in ipairs(ids) do&lt;br /&gt;
        dictionary[id] = id:gsub(&amp;quot;^%l&amp;quot;, string.upper)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Cargo&lt;br /&gt;
    local idListString = &#039;&amp;quot;&#039; .. table.concat(ids, &#039;&amp;quot;, &amp;quot;&#039;) .. &#039;&amp;quot;&#039;&lt;br /&gt;
    local tables = &#039;Translation&#039;&lt;br /&gt;
    local fields = &#039;target_id, name&#039;&lt;br /&gt;
    where = where or &#039;&#039;&lt;br /&gt;
    local cargoArgs = {&lt;br /&gt;
        where = &#039;target_id IN (&#039; .. idListString .. &#039;) AND language = &amp;quot;&#039; .. lang .. &#039;&amp;quot;&#039; .. where,&lt;br /&gt;
        limit = 100&lt;br /&gt;
    }&lt;br /&gt;
    local results = mw.ext.cargo.query(tables, fields, cargoArgs)&lt;br /&gt;
&lt;br /&gt;
    -- Update dictionary&lt;br /&gt;
    if results then&lt;br /&gt;
        for _, row in ipairs(results) do&lt;br /&gt;
            dictionary[row[&#039;target_id&#039;]] = row[&#039;name&#039;]&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return dictionary&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Displays a variable&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function dump(target)&lt;br /&gt;
    return &#039;&amp;lt;pre&amp;gt;&#039; .. mw.dumpObject(target) .. &#039;&amp;lt;/pre&amp;gt;&#039;&lt;br /&gt;
end&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Builds an icon+text combo for the unit&#039;s name&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function renderUnitName(u, suffix)&lt;br /&gt;
    local page = u.nameEn .. suffix&lt;br /&gt;
    local img = &#039;[[File:&#039; .. u.nameEn .. &#039; icon.png|40px|link=&#039; .. page .. &#039;]]&#039;&lt;br /&gt;
    local text = &#039;[[&#039; .. page .. &#039;|&#039; .. u.nameX .. &#039;]]&#039;&lt;br /&gt;
    return &#039;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039; .. img .. &#039; &#039; .. text .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Main public function&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
function p.display()&lt;br /&gt;
    local lang = getCurrentLang()&lt;br /&gt;
    local suffix = lang ~= &#039;en&#039; and &#039;/&#039; .. lang or &#039;&#039;&lt;br /&gt;
    local wordsEn = translateIds(OTHER_IDS_IN_TRANSLATION, &#039;en&#039;)&lt;br /&gt;
    local wordsX = lang == &#039;en&#039; and wordsEn or translateIds(OTHER_IDS_IN_TRANSLATION, lang)&lt;br /&gt;
    local factionEn = translateIds(FACTION_IDS_IN_TRANSLATION, &#039;en&#039;, &#039; AND type=&amp;quot;faction&amp;quot;&#039;)&lt;br /&gt;
    local factionX = lang == &#039;en&#039; and factionEn or translateIds(FACTION_IDS_IN_TRANSLATION, lang, &#039; AND type=&amp;quot;faction&amp;quot;&#039;)&lt;br /&gt;
&lt;br /&gt;
    -- Cargo&lt;br /&gt;
    local results = query(lang)&lt;br /&gt;
    local units = consolidateResults(results, lang)&lt;br /&gt;
    table.sort(units, sortUnits)&lt;br /&gt;
&lt;br /&gt;
    -- Table&lt;br /&gt;
    local htmlTable = mw.html.create(&#039;table&#039;)&lt;br /&gt;
    htmlTable:addClass(&#039;wikitable sortable&#039;)&lt;br /&gt;
    &lt;br /&gt;
	local thead = htmlTable:tag(&#039;thead&#039;)&lt;br /&gt;
    :css(&#039;position&#039;, &#039;sticky&#039;)&lt;br /&gt;
    :css(&#039;top&#039;, &#039;5px&#039;)&lt;br /&gt;
&lt;br /&gt;
    -- Header&lt;br /&gt;
    local header = htmlTable:tag(&#039;tr&#039;)&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;unit&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;faction&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;tier&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;cost&#039;]):done()&lt;br /&gt;
    -- main stats&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Health Icon.png|24px|&#039; .. wordsX[&#039;hp&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Attack.png|24px|&#039; .. wordsX[&#039;offence&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Defence.png|24px|&#039; .. wordsX[&#039;defence&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Damage.png|24px|&#039; .. wordsX[&#039;damage&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Initiative.png|24px|&#039; .. wordsX[&#039;initiative&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Speed.png|24px|&#039; .. wordsX[&#039;speed&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    -- others&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Base_passive_ranged_attack.png|24px|&#039; .. wordsX[&#039;ranged&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
&lt;br /&gt;
    -- Body&lt;br /&gt;
    for _, u in ipairs(units) do&lt;br /&gt;
        local factionPage = factionEn[u.faction] .. &#039;_Units&#039; .. suffix&lt;br /&gt;
        local tr = htmlTable:tag(&#039;tr&#039;)&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(renderUnitName(u, suffix)):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(&#039;[[&#039; .. factionPage .. &#039;|&#039; .. factionX[u.faction] .. &#039;]]&#039;):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(ROMAN[tonumber(u.tier)]):done()&lt;br /&gt;
        -- cost&lt;br /&gt;
        tr:tag(&#039;td&#039;)&lt;br /&gt;
            :attr(&#039;data-sort-value&#039;, string.match(u.cost, &amp;quot;^%d+&amp;quot;))&lt;br /&gt;
            :wikitext(u.cost)&lt;br /&gt;
            :done()&lt;br /&gt;
        -- main stats&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.hp):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.offence):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.defence):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.damage_min .. &#039;-&#039; .. u.damage_max):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.initiative):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.speed):done()&lt;br /&gt;
        -- others&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.ranged):done()&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return tostring(htmlTable)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Module:UnitsOverview&amp;diff=17903</id>
		<title>Module:UnitsOverview</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Module:UnitsOverview&amp;diff=17903"/>
		<updated>2026-05-17T14:56:30Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local p = {}&lt;br /&gt;
local FACTION_ORDER = {&lt;br /&gt;
    human = 1,&lt;br /&gt;
    undead = 2,&lt;br /&gt;
    nature = 3,&lt;br /&gt;
    demon = 4,&lt;br /&gt;
    unfrozen = 5,&lt;br /&gt;
    dungeon = 6,&lt;br /&gt;
    neutral = 7,&lt;br /&gt;
}&lt;br /&gt;
local FACTION_IDS_IN_TRANSLATION = {&lt;br /&gt;
    &#039;human&#039;,&lt;br /&gt;
    &#039;undead&#039;,&lt;br /&gt;
    &#039;nature&#039;,&lt;br /&gt;
    &#039;demon&#039;,&lt;br /&gt;
    &#039;unfrozen&#039;,&lt;br /&gt;
    &#039;dungeon&#039;,&lt;br /&gt;
    &#039;neutral&#039;, -- missing&lt;br /&gt;
}&lt;br /&gt;
local OTHER_IDS_IN_TRANSLATION = {&lt;br /&gt;
    &#039;unit&#039;, -- missing&lt;br /&gt;
    &#039;faction&#039;,&lt;br /&gt;
    &#039;tier&#039;, -- missing&lt;br /&gt;
    &#039;cost&#039;, -- missing&lt;br /&gt;
    &#039;hp&#039;,&lt;br /&gt;
    &#039;offence&#039;,&lt;br /&gt;
    &#039;defence&#039;,&lt;br /&gt;
    &#039;damage&#039;,&lt;br /&gt;
    &#039;initiative&#039;,&lt;br /&gt;
    &#039;speed&#039;,&lt;br /&gt;
    &#039;ranged&#039;,&lt;br /&gt;
}&lt;br /&gt;
local RESOURCE_ICONS = {&lt;br /&gt;
    wood_cost     = &#039;Wood&#039;,&lt;br /&gt;
    ore_cost      = &#039;Ore&#039;,&lt;br /&gt;
    mercury_cost  = &#039;Mercury&#039;,&lt;br /&gt;
    dust_cost     = &#039;Dust&#039;,&lt;br /&gt;
    crystal_cost  = &#039;Crystal&#039;,&lt;br /&gt;
    gemstone_cost = &#039;Gemstones&#039;&lt;br /&gt;
}&lt;br /&gt;
local ROMAN = { &#039;I&#039;, &#039;II&#039;, &#039;III&#039;, &#039;IV&#039;, &#039;V&#039;, &#039;VI&#039;, &#039;VII&#039;, &#039;VIII&#039; }&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Detects the current language from the URL&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function getCurrentLang()&lt;br /&gt;
    local title = mw.title.getCurrentTitle()&lt;br /&gt;
    local segments = mw.text.split(title.text, &#039;/&#039;)&lt;br /&gt;
    for i = #segments, 2, -1 do&lt;br /&gt;
        local segment = mw.ustring.lower(segments[i])&lt;br /&gt;
        if mw.language.isSupportedLanguage(segment) then&lt;br /&gt;
            return segment&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return &#039;en&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Awards a number from 0 to 3 for a unit, based on how upgraded it is&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeUpgradeRank(row)&lt;br /&gt;
    local base = (row[&#039;base&#039;] and row[&#039;base&#039;] ~= &amp;quot;&amp;quot;) and 1 or 0&lt;br /&gt;
    local upgrade = (row[&#039;upgrade&#039;] and row[&#039;upgrade&#039;] ~= &amp;quot;&amp;quot;) and 10 or 0&lt;br /&gt;
    local sum = base + upgrade&lt;br /&gt;
    if sum == 1 then&lt;br /&gt;
        return 3&lt;br /&gt;
    elseif sum == 10 then&lt;br /&gt;
        return 1&lt;br /&gt;
    elseif sum == 0 then&lt;br /&gt;
        return 0&lt;br /&gt;
    else&lt;br /&gt;
        return 2&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Returns 0, 1 or 2 depending on the ai_archetype value&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeRange(row)&lt;br /&gt;
    local v = row[&#039;ai_archetype&#039;]&lt;br /&gt;
    if v == &#039;reach_type&#039; then&lt;br /&gt;
        return 1&lt;br /&gt;
    elseif v == &#039;range_type&#039; or v == &#039;range_type_melee_shooters&#039; then&lt;br /&gt;
        return 2&lt;br /&gt;
    else&lt;br /&gt;
        return 0&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Returns a rich wikitext with numbers and icons&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function computeCost(row)&lt;br /&gt;
    local gold = row[&#039;gold_cost&#039;]&lt;br /&gt;
    local cost = gold .. &#039;[[File:Icon_Resource_Gold.png|24px|link=]]&#039;&lt;br /&gt;
    for key, icon in pairs(RESOURCE_ICONS) do&lt;br /&gt;
        local val = row[key]&lt;br /&gt;
        if val and val ~= &#039;&#039; and val ~= 0 then&lt;br /&gt;
            cost = cost .. &#039; &#039; .. val .. &#039;[[File:Icon_Resource_&#039;.. icon .. &#039;.png|24px|link=]]&#039;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return cost&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Retrieves the data from Cargo&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function query(lang)&lt;br /&gt;
    local tables = &#039;Unit, Translation&#039;&lt;br /&gt;
    local fields = &#039;&#039; ..&lt;br /&gt;
        &#039;Unit.id=id, &#039; ..&lt;br /&gt;
        &#039;Unit.faction=faction, &#039; ..&lt;br /&gt;
        &#039;Unit.tier=tier, &#039; ..&lt;br /&gt;
        &#039;Unit.hp=hp, &#039; ..&lt;br /&gt;
        &#039;Unit.offence=offence, &#039; ..&lt;br /&gt;
        &#039;Unit.defence=defence, &#039; ..&lt;br /&gt;
        &#039;Unit.damage_min=damage_min, &#039; ..&lt;br /&gt;
        &#039;Unit.damage_max=damage_max, &#039; ..&lt;br /&gt;
        &#039;Unit.initiative=initiative, &#039; ..&lt;br /&gt;
        &#039;Unit.speed=speed, &#039; ..&lt;br /&gt;
        &#039;Unit.ai_archetype=ai_archetype, &#039; .. -- we use it for range detection&lt;br /&gt;
        -- costs&lt;br /&gt;
        &#039;Unit.gold_cost=gold_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.wood_cost=wood_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.ore_cost=ore_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.mercury_cost=mercury_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.dust_cost=dust_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.crystal_cost=crystal_cost, &#039; ..&lt;br /&gt;
        &#039;Unit.gemstone_cost=gemstone_cost, &#039; ..&lt;br /&gt;
        -- upgrade&lt;br /&gt;
        &#039;Unit.base_sid=base, &#039; ..&lt;br /&gt;
        &#039;Unit.upgrade_sid=upgrade, &#039; ..&lt;br /&gt;
        -- Translation&lt;br /&gt;
        &#039;Translation.language=language, &#039; ..&lt;br /&gt;
        &#039;Translation.name=transName&#039;&lt;br /&gt;
&lt;br /&gt;
    -- Get BOTH the English row AND the target language row&lt;br /&gt;
    local cargoArgs = {&lt;br /&gt;
        join = &#039;Unit.id = Translation.target_id&#039;,&lt;br /&gt;
        where = &#039;Translation.language = &amp;quot;en&amp;quot; OR Translation.language = &amp;quot;&#039; .. lang .. &#039;&amp;quot;&#039;,&lt;br /&gt;
        orderBy = &#039;Unit.id ASC&#039;,&lt;br /&gt;
        limit = 1000 -- Increased limit since each unit will return 2 rows&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    return mw.ext.cargo.query(tables, fields, cargoArgs)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Scans the Cargo results and folds the EN and lang rows into a single row&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function consolidateResults(results, lang)&lt;br /&gt;
    local units = {}&lt;br /&gt;
    for _, row in ipairs(results) do&lt;br /&gt;
        local id = row[&#039;id&#039;]&lt;br /&gt;
&lt;br /&gt;
        -- If this is the first time seeing this id, set up its basic stats&lt;br /&gt;
        if not units[id] then&lt;br /&gt;
            units[id] = mw.clone(row)&lt;br /&gt;
            units[id].upgradeRank = computeUpgradeRank(row)&lt;br /&gt;
            units[id].ranged = computeRange(row)&lt;br /&gt;
            units[id].cost = computeCost(row)&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        -- Save the names based on which language row we are currently looping over&lt;br /&gt;
        if row[&#039;language&#039;] == &#039;en&#039; then&lt;br /&gt;
            units[id].nameEn = row[&#039;transName&#039;]&lt;br /&gt;
        end&lt;br /&gt;
        if row[&#039;language&#039;] == lang then&lt;br /&gt;
            units[id].nameX = row[&#039;transName&#039;]&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Convert the Dictionary into an Array&lt;br /&gt;
    local unitsArray = {}&lt;br /&gt;
    for _, unitData in pairs(units) do&lt;br /&gt;
        table.insert(unitsArray, unitData)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return unitsArray&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Decides the order between two units, for sorting purposes.&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function sortUnits(unitA, unitB)&lt;br /&gt;
    local rankA = FACTION_ORDER[unitA.faction] or 99&lt;br /&gt;
    local rankB = FACTION_ORDER[unitB.faction] or 99&lt;br /&gt;
&lt;br /&gt;
    if rankA ~= rankB then&lt;br /&gt;
        return rankA &amp;lt; rankB&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    if unitA.tier ~= unitB.tier then&lt;br /&gt;
        return unitA.tier &amp;lt; unitB.tier&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    if unitA.upgradeRank ~= unitB.upgradeRank then&lt;br /&gt;
        return unitA.upgradeRank &amp;lt; unitB.upgradeRank&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return unitA.hp &amp;lt; unitB.hp&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Retrieves the text for some specific ids from Cargo Translations.&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function translateIds(ids, lang, where)&lt;br /&gt;
    -- Initialize&lt;br /&gt;
    local dictionary = {}&lt;br /&gt;
    for _, id in ipairs(ids) do&lt;br /&gt;
        dictionary[id] = id:gsub(&amp;quot;^%l&amp;quot;, string.upper)&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    -- Cargo&lt;br /&gt;
    local idListString = &#039;&amp;quot;&#039; .. table.concat(ids, &#039;&amp;quot;, &amp;quot;&#039;) .. &#039;&amp;quot;&#039;&lt;br /&gt;
    local tables = &#039;Translation&#039;&lt;br /&gt;
    local fields = &#039;target_id, name&#039;&lt;br /&gt;
    where = where or &#039;&#039;&lt;br /&gt;
    local cargoArgs = {&lt;br /&gt;
        where = &#039;target_id IN (&#039; .. idListString .. &#039;) AND language = &amp;quot;&#039; .. lang .. &#039;&amp;quot;&#039; .. where,&lt;br /&gt;
        limit = 100&lt;br /&gt;
    }&lt;br /&gt;
    local results = mw.ext.cargo.query(tables, fields, cargoArgs)&lt;br /&gt;
&lt;br /&gt;
    -- Update dictionary&lt;br /&gt;
    if results then&lt;br /&gt;
        for _, row in ipairs(results) do&lt;br /&gt;
            dictionary[row[&#039;target_id&#039;]] = row[&#039;name&#039;]&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return dictionary&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Displays a variable&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function dump(target)&lt;br /&gt;
    return &#039;&amp;lt;pre&amp;gt;&#039; .. mw.dumpObject(target) .. &#039;&amp;lt;/pre&amp;gt;&#039;&lt;br /&gt;
end&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Builds an icon+text combo for the unit&#039;s name&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
local function renderUnitName(u, suffix)&lt;br /&gt;
    local page = u.nameEn .. suffix&lt;br /&gt;
    local img = &#039;[[File:&#039; .. u.nameEn .. &#039; icon.png|40px|link=&#039; .. page .. &#039;]]&#039;&lt;br /&gt;
    local text = &#039;[[&#039; .. page .. &#039;|&#039; .. u.nameX .. &#039;]]&#039;&lt;br /&gt;
    return &#039;&amp;lt;span style=&amp;quot;white-space: nowrap;&amp;quot;&amp;gt;&#039; .. img .. &#039; &#039; .. text .. &#039;&amp;lt;/span&amp;gt;&#039;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
-- Main public function&lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
function p.display()&lt;br /&gt;
    local lang = getCurrentLang()&lt;br /&gt;
    local suffix = lang ~= &#039;en&#039; and &#039;/&#039; .. lang or &#039;&#039;&lt;br /&gt;
    local wordsEn = translateIds(OTHER_IDS_IN_TRANSLATION, &#039;en&#039;)&lt;br /&gt;
    local wordsX = lang == &#039;en&#039; and wordsEn or translateIds(OTHER_IDS_IN_TRANSLATION, lang)&lt;br /&gt;
    local factionEn = translateIds(FACTION_IDS_IN_TRANSLATION, &#039;en&#039;, &#039; AND type=&amp;quot;faction&amp;quot;&#039;)&lt;br /&gt;
    local factionX = lang == &#039;en&#039; and factionEn or translateIds(FACTION_IDS_IN_TRANSLATION, lang, &#039; AND type=&amp;quot;faction&amp;quot;&#039;)&lt;br /&gt;
&lt;br /&gt;
    -- Cargo&lt;br /&gt;
    local results = query(lang)&lt;br /&gt;
    local units = consolidateResults(results, lang)&lt;br /&gt;
    table.sort(units, sortUnits)&lt;br /&gt;
&lt;br /&gt;
    -- Table&lt;br /&gt;
    local htmlTable = mw.html.create(&#039;table&#039;)&lt;br /&gt;
    htmlTable:addClass(&#039;wikitable sortable&#039;)&lt;br /&gt;
&lt;br /&gt;
    -- Header&lt;br /&gt;
    local header = htmlTable:tag(&#039;tr&#039;)&lt;br /&gt;
        :css(&#039;position&#039;, &#039;sticky&#039;)&lt;br /&gt;
        :css(&#039;top&#039;, &#039;5px&#039;)&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;unit&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;faction&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;tier&#039;]):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(wordsX[&#039;cost&#039;]):done()&lt;br /&gt;
    -- main stats&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Health Icon.png|24px|&#039; .. wordsX[&#039;hp&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Attack.png|24px|&#039; .. wordsX[&#039;offence&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Defence.png|24px|&#039; .. wordsX[&#039;defence&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Damage.png|24px|&#039; .. wordsX[&#039;damage&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Initiative.png|24px|&#039; .. wordsX[&#039;initiative&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Icon_Stats_Speed.png|24px|&#039; .. wordsX[&#039;speed&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
    -- others&lt;br /&gt;
    header:tag(&#039;th&#039;):wikitext(&#039;[[File:Base_passive_ranged_attack.png|24px|&#039; .. wordsX[&#039;ranged&#039;] .. &#039;]]&#039;):done()&lt;br /&gt;
&lt;br /&gt;
    -- Body&lt;br /&gt;
    for _, u in ipairs(units) do&lt;br /&gt;
        local factionPage = factionEn[u.faction] .. &#039;_Units&#039; .. suffix&lt;br /&gt;
        local tr = htmlTable:tag(&#039;tr&#039;)&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(renderUnitName(u, suffix)):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(&#039;[[&#039; .. factionPage .. &#039;|&#039; .. factionX[u.faction] .. &#039;]]&#039;):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(ROMAN[tonumber(u.tier)]):done()&lt;br /&gt;
        -- cost&lt;br /&gt;
        tr:tag(&#039;td&#039;)&lt;br /&gt;
            :attr(&#039;data-sort-value&#039;, string.match(u.cost, &amp;quot;^%d+&amp;quot;))&lt;br /&gt;
            :wikitext(u.cost)&lt;br /&gt;
            :done()&lt;br /&gt;
        -- main stats&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.hp):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.offence):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.defence):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.damage_min .. &#039;-&#039; .. u.damage_max):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.initiative):done()&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.speed):done()&lt;br /&gt;
        -- others&lt;br /&gt;
        tr:tag(&#039;td&#039;):wikitext(u.ranged):done()&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return tostring(htmlTable)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Neutral_Units&amp;diff=430</id>
		<title>Neutral Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Neutral_Units&amp;diff=430"/>
		<updated>2025-10-21T16:23:23Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Pixie=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Pixie&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Pixie.png&lt;br /&gt;
|tier=4?&lt;br /&gt;
|attack=2&lt;br /&gt;
|defence=2&lt;br /&gt;
|damage=2~2&lt;br /&gt;
|health=6&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=100&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=60&lt;br /&gt;
|exp=10&lt;br /&gt;
|squadvalue=100&lt;br /&gt;
|lore=Born from flower buds blossoming in mana‑rich places, Pixies are mischievous beings who cherish free will and playfulness over laws or others’ well‑being. Though akin to faeries, they pledge loyalty to none, following only those who promise them excitement.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Pure Resistance&amp;lt;/span&amp;gt;: Immune to all Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Peasant=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Peasant&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Peasant.png&lt;br /&gt;
|tier=2&lt;br /&gt;
|attack=1&lt;br /&gt;
|defence=1&lt;br /&gt;
|damage=1~1&lt;br /&gt;
|health=5&lt;br /&gt;
|speed=1&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=150&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=32&lt;br /&gt;
|exp=15&lt;br /&gt;
|squadvalue=150&lt;br /&gt;
|lore=The backbone of every kingdom’s economy, peasants work the fields and pay taxes. Just don’t ask if they voted for you.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Taxpayer&amp;lt;/span&amp;gt;: At the beginning of the day, grants 10  Gold per creature in its army.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Beloved Piglet&amp;lt;/span&amp;gt;: Loves his pet so much that he can’t live without it... normally.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Ghoul=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Ghoul&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Ghoul.png&lt;br /&gt;
|tier=2&lt;br /&gt;
|attack=9&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=4~7&lt;br /&gt;
|health=20&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Undead&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=200&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=0&lt;br /&gt;
|squadvalue=1&lt;br /&gt;
|lore=I’ve heard it’s actually the grief from the loss of his lovely piglet that made him like this.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Enraged&amp;lt;/span&amp;gt;: At the beginning of each round, enhances himself, increasing his attributes and gaining 2 minimum and maximum Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Halfling=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Halfling&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Halfling.png&lt;br /&gt;
|tier=2&lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=3~3&lt;br /&gt;
|health=6&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=3&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=150&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=60&lt;br /&gt;
|exp=15&lt;br /&gt;
|squadvalue=150&lt;br /&gt;
|lore=A cheerful and friendly people who are lucky enough to be native to Jadame. Or maybe luck is the only thing that helps them survive here, seeing how they’re neither cruel nor particularly sly.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Duelist&amp;lt;/span&amp;gt;: Receives no penalty in Melee, dealing full Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Prance Away&amp;lt;/span&amp;gt;: Blinks to another hex within its movement range.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Animated Armour=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Animated Armour&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Animated Armour.png&lt;br /&gt;
|tier=3&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=8&lt;br /&gt;
|damage=4~12&lt;br /&gt;
|health=25&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=30&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=The armour is just a shell — it’s the vines that are actually living. Infused with pieces of Murmurwood’s mycelium, they have a sort of simple mind and sometimes even personalities, though nigh incomprehensible for ordinary mortals.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Defence III&amp;lt;/span&amp;gt;: Takes -60% Melee Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Defence III&amp;lt;/span&amp;gt;: Takes -60% Ranged Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence III&amp;lt;/span&amp;gt;: Takes -60% Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Groll=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Groll&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Groll.png&lt;br /&gt;
|tier=3&lt;br /&gt;
|attack=8&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=5~7&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=32&lt;br /&gt;
|exp=30&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=Rock go boom. Stick go crash. Legend says, these unpleasant and easily annoyed creatures were one made from stone by dragons. But could stones ever become so short‑tempered?&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Rrr，Jump!&amp;lt;/span&amp;gt;: Jumps to a hex within a 4‑hex radius and deals basic attack Damage to all adjacent enemies.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Big Rock，Rrr!&amp;lt;/span&amp;gt;: Deals 150% basic attack Damage to the target as Magic Damage, stunning them until next round. The Stunned creature is forced to pass.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Kittenhorn=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Kittenhorn&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Kittenhorn.png&lt;br /&gt;
|tier=4&lt;br /&gt;
|attack=10&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=10~15&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=3&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=These cute cat‑like creatures are actually ancient. They hail back from the times when crystals had minds and songs could change reality, and carry a bit of those primordial times with themselves still, occasionally driving people insane — be it glee or rage.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Remnant of Mad Times&amp;lt;/span&amp;gt;: When this creature dies, “Berserk” is cast upon its killer. They are forced to attack the nearest creature.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wheeee&amp;lt;/span&amp;gt;: Gives all friendly creatures +3 Morale. Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Starchild=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Starchild&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Starchild.png&lt;br /&gt;
|tier=4&lt;br /&gt;
|attack=15&lt;br /&gt;
|defence=11&lt;br /&gt;
|damage=13~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=All four Scholars read the stars, but Naira has always been the closest to them. Her shadows, eerily resembling her, are cast by the stars — or are they? Do they rise from the ground, or are they messengers of the heavens? And if so, what secrets do they hold about our world?&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Starfall&amp;lt;/span&amp;gt;: Select 3 hexes. A star falls to each of them, dealing [15 × amount of units] Magic Damage to target hex and all adjacent creatures.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Primal Remnant=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Primal Remnant&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Primal Remnant.png&lt;br /&gt;
|tier=4&lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=18&lt;br /&gt;
|damage=12~13&lt;br /&gt;
|health=50&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=Before time, truth, and magic, the world was primal chaos — so say Hksmilla’s followers. Some entities still seem to echo that ancient era.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Emboldening Spores&amp;lt;/span&amp;gt;: Grants itself and all adjacent friendly creatures +20% maximum HP. Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Vegetation Propagation&amp;lt;/span&amp;gt;: Creates an equal Primal Remnant stack on an adjacent hex. It dies upon taking any Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Unicorn=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Unicorn&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Unicorn.png&lt;br /&gt;
|tier=4&lt;br /&gt;
|attack=16&lt;br /&gt;
|defence=13&lt;br /&gt;
|damage=10~10&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=Unicorns, beings of Light Magic, possess supernatural intelligence and strength. Telepathic and elusive, they dwell in hidden Murmurwood groves, revealing themselves only to the pure of heart. Elves, through centuries of interaction, have sometimes earned their alliance, but unicorns are slow to trust and never forgive betrayal.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Blinding Strike&amp;lt;/span&amp;gt;: Casts “Blind” upon the target, preventing all actions. The effect ends when the target takes Damage.   Duration: 3 round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Giant Toad=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Giant Toad&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Giant Toad.png&lt;br /&gt;
|tier=5&lt;br /&gt;
|attack=19&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=18~18&lt;br /&gt;
|health=95&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=95&lt;br /&gt;
|squadvalue=950&lt;br /&gt;
|lore=The Regnan Archipelago, Daggerwound Islands, Jadame’s Jaws, and countless unnamed isles serve as breeding grounds for giant semi‑aquatic creatures. Grumpy and territorial, they dominate parts of the continent’s coastal zones.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity III&amp;lt;/span&amp;gt;: Immune to tier‑3 or lower spells and creature’s abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Tenderizing Spit&amp;lt;/span&amp;gt;: Upon attacking, poisons the enemy. While Poisoned, the target takes [7 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;: Leaps over 1 hex. Pushes all adjacent creatures away, if possible.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sticky Tongue&amp;lt;/span&amp;gt;: Aims at an adjacent hex and draws a target that stands further in that direction to it.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Faerie Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faerie Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Faerie Dragon.png&lt;br /&gt;
|tier=5&lt;br /&gt;
|attack=15&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=15~15&lt;br /&gt;
|health=75&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=1000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=95&lt;br /&gt;
|squadvalue=950&lt;br /&gt;
|lore=They may appear sweet and cheerful, but faerie dragons are mischievous tricksters. One of the few creatures attuned to Enroth’s raw magical energies, they wield their power with playful cunning.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity V&amp;lt;/span&amp;gt;: Immune to tier‑5 or lower spells and creature’s abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mana Drinker&amp;lt;/span&amp;gt;: Steals 2 mana from the enemy hero (if present) at the start of its turn.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bubble of Silence&amp;lt;/span&amp;gt;: Adjacent enemies cannot use abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Nullify&amp;lt;/span&amp;gt;: Dispels all negative and positive effects from the target.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Banish Summons&amp;lt;/span&amp;gt;: Dispels all summoned creatures and temporary stacks.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Couatl=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Couatl&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Couatl.png&lt;br /&gt;
|tier=6&lt;br /&gt;
|attack=26&lt;br /&gt;
|defence=19&lt;br /&gt;
|damage=21~28&lt;br /&gt;
|health=95&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=12&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=These feathered serpents oftentimes rely on their sheer power and hail back to older, more primal times — their scales make them highly impervious to spells altering one’s essence.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Pure Resistance&amp;lt;/span&amp;gt;: Immune to all Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Primal Stubbornness&amp;lt;/span&amp;gt;: Negative effects do not stay on this creature longer than {0} round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Dragonslayer=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dragonslayer&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Dragonslayer.png&lt;br /&gt;
|tier=6&lt;br /&gt;
|attack=24&lt;br /&gt;
|defence=28&lt;br /&gt;
|damage=27~36&lt;br /&gt;
|health=85&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=Dragonkilling is not for the meek — or the sane. It demands risking life and limb against impossible odds. Yet, the lure of glory and riches ensures there are always those desperate or mad enough to try. The rare few who succeed become legends, their names etched into history forever.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon&amp;amp;apos;s Blood&amp;lt;/span&amp;gt;: Until the end of the next round, becomes fully immune to spells.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dissection&amp;lt;/span&amp;gt;: Wounds the target. Wounded target takes [7 × amount of units] Normal Damage at the start of its turn. This effect is stackable.  Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon hunter&amp;lt;/span&amp;gt;: Deals +100% Damage to Dragons&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Worldwatcher=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Worldwatcher&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Worldwatcher.png&lt;br /&gt;
|tier=6&lt;br /&gt;
|attack=25&lt;br /&gt;
|defence=25&lt;br /&gt;
|damage=25~25&lt;br /&gt;
|health=75&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Construct&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=These constructs often accompany sentinels — perhaps they are made by them. They claim their mission is simply to observe the world and report to their makers, to see if anything needs to be fixed. But why are simple observers so well‑equipped for battle?&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Duelist&amp;lt;/span&amp;gt;: Receives no penalty in Melee, dealing full Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence IV&amp;lt;/span&amp;gt;: Takes -90% Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Trap: Time Loop&amp;lt;/span&amp;gt;: Places an invisible trap. A ground enemy stack that steps into it is transported back to their starting point and forced to end turn. Duration: 2 rounds.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Sentinel of Glory=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Sentinel of Glory&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Sentinel of Glory.png&lt;br /&gt;
|tier=7&lt;br /&gt;
|attack=40&lt;br /&gt;
|defence=40&lt;br /&gt;
|damage=50~50&lt;br /&gt;
|health=400&lt;br /&gt;
|speed=7&lt;br /&gt;
|initiative=11&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=700&lt;br /&gt;
|squadvalue=7000&lt;br /&gt;
|lore=Formerly allies of the Church of the Sun, sentinels have abandoned it for an unclear reason. The claim is, they are “keepers of balance” — and when the Inquisitors shook it, they chose instead to serve the balance between the four scholars of magic.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Arina&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Dispels all negative effects from this creature and fully restores own HP. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Naira&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Until the end of round, deals +40% Damage and takes –40% Damage. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Doreath&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Hksmilla&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Obsidian Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Obsidian Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Obsidian Dragon.png&lt;br /&gt;
|tier=7&lt;br /&gt;
|attack=37&lt;br /&gt;
|defence=26&lt;br /&gt;
|damage=60~70&lt;br /&gt;
|health=350&lt;br /&gt;
|speed=10&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=700&lt;br /&gt;
|squadvalue=7000&lt;br /&gt;
|lore=The thing about diplomacy is, someone always hates it. Some dark dragons believe the very concept of Alvar is beneath them — beneath the whole dragon race — and that they should just rule all other peoples on their own, without alliances. For now, this just makes them pariahs.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swift Strike&amp;lt;/span&amp;gt;: Enemies do not counterattack.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity IV&amp;lt;/span&amp;gt;: Immune to tier‑4 or lower spells and creature’s abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragonbreath Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and the hex directly behind it. (Cave Dragon, Black Dragon, Ashen Dragon, Obsidian Dragon, Friendly Fire)&lt;br /&gt;
Deals Damage to the target and the hex directly behind it. Additional targets take -50% Damage. (None)&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Disdain&amp;lt;/span&amp;gt;: Takes –25% Melee Damage, –50% Long Reach Damage, and –75% Ranged Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Lich Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Lich Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Lich Dragon.png&lt;br /&gt;
|tier=8&lt;br /&gt;
|attack=66&lt;br /&gt;
|defence=66&lt;br /&gt;
|damage=99~99&lt;br /&gt;
|health=999&lt;br /&gt;
|speed=9&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Undead&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=30000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=3000&lt;br /&gt;
|squadvalue=30000&lt;br /&gt;
|lore=Undead dragons come to existence in places where enormous amounts of necrotic energies radiate close to their resting places. As such, for all the power they have, risen dragons are surprisingly simple and unambitious — more beasts guarding their graveyards than rulers.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence III&amp;lt;/span&amp;gt;: Takes -60% Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Cone Strike&amp;lt;/span&amp;gt;: Deals Damage to the target, the two adjacent hexes to its sides, and the hexes directly behind them. (Lich Dragon)Friendly Fire​: Lich Dragon.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bone Absorption&amp;lt;/span&amp;gt;: Absorbs all corpses at destination and all adjacent hexes. Takes +25% to ability Damage and +25% to HP restored by abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Self‑Reconstruction&amp;lt;/span&amp;gt;: Restores 100% of one dragon’s maximum HP. Revives fallen units. Can create new ones.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bone Armageddon&amp;lt;/span&amp;gt;: Deals [333 × amount of units] Pure Damage to all other creatures.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Avatar=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Avatar&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Avatar.png&lt;br /&gt;
|tier=8&lt;br /&gt;
|attack=0&lt;br /&gt;
|defence=0&lt;br /&gt;
|damage=5~5&lt;br /&gt;
|health=50&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=300&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=There is a unique mastery invented by Jadame scholars, an art of expressing one’s soul not through word or song, but directly. The creature cast this way is a uniquely tremulous and powerful Embodiment.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Faun_Warrior.png&amp;diff=429</id>
		<title>File:Ss troop Sylvan Faun Warrior.png</title>
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		<updated>2025-10-21T13:21:26Z</updated>

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		<title>File:Ss troop Sylvan Faun Archer.png</title>
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		<updated>2025-10-21T13:21:18Z</updated>

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		<title>File:Ss troop Sylvan Faun.png</title>
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		<updated>2025-10-21T13:21:12Z</updated>

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		<title>File:Ss troop Sylvan Dusk Hoplet.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Dusk_Hoplet.png&amp;diff=426"/>
		<updated>2025-10-21T13:20:55Z</updated>

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		<title>File:Ss troop Sylvan Dawn Hoplet.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Dawn_Hoplet.png&amp;diff=425"/>
		<updated>2025-10-21T13:20:48Z</updated>

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		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Hoplet.png&amp;diff=424</id>
		<title>File:Ss troop Sylvan Hoplet.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Hoplet.png&amp;diff=424"/>
		<updated>2025-10-21T13:20:41Z</updated>

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		<title>File:Ss troop Sylvan Crystal Iriyad.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Crystal_Iriyad.png&amp;diff=423"/>
		<updated>2025-10-21T13:20:15Z</updated>

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		<title>File:Ss troop Sylvan Fungal Iriyad.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Fungal_Iriyad.png&amp;diff=422"/>
		<updated>2025-10-21T13:20:06Z</updated>

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		<title>File:Ss troop Sylvan Vine Iriyad.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Vine_Iriyad.png&amp;diff=421"/>
		<updated>2025-10-21T13:19:58Z</updated>

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		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Polar_Aqualotl.png&amp;diff=420</id>
		<title>File:Ss troop Sylvan Polar Aqualotl.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Polar_Aqualotl.png&amp;diff=420"/>
		<updated>2025-10-21T13:19:14Z</updated>

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		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Blooming_Aqualotl.png&amp;diff=419</id>
		<title>File:Ss troop Sylvan Blooming Aqualotl.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Blooming_Aqualotl.png&amp;diff=419"/>
		<updated>2025-10-21T13:19:06Z</updated>

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		<title>File:Ss troop Sylvan Aqualotl.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Aqualotl.png&amp;diff=418"/>
		<updated>2025-10-21T13:18:55Z</updated>

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		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Murmurmancer.png&amp;diff=417</id>
		<title>File:Ss troop Sylvan Murmurmancer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Murmurmancer.png&amp;diff=417"/>
		<updated>2025-10-21T13:18:25Z</updated>

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		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Sporemancer.png&amp;diff=416</id>
		<title>File:Ss troop Sylvan Sporemancer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Sporemancer.png&amp;diff=416"/>
		<updated>2025-10-21T13:18:06Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Herbomancer.png&amp;diff=415</id>
		<title>File:Ss troop Sylvan Herbomancer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Herbomancer.png&amp;diff=415"/>
		<updated>2025-10-21T13:17:58Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Mist_Qilin.png&amp;diff=414</id>
		<title>File:Ss troop Sylvan Mist Qilin.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Mist_Qilin.png&amp;diff=414"/>
		<updated>2025-10-21T13:17:07Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Thunder_Qilin.png&amp;diff=413</id>
		<title>File:Ss troop Sylvan Thunder Qilin.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Thunder_Qilin.png&amp;diff=413"/>
		<updated>2025-10-21T13:17:00Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Qilin.png&amp;diff=412</id>
		<title>File:Ss troop Sylvan Qilin.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Qilin.png&amp;diff=412"/>
		<updated>2025-10-21T13:16:41Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Phoenix.png&amp;diff=411</id>
		<title>File:Ss troop Sylvan Phoenix.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Phoenix.png&amp;diff=411"/>
		<updated>2025-10-21T13:15:40Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Energy_Phoenix.png&amp;diff=410</id>
		<title>File:Ss troop Sylvan Energy Phoenix.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Energy_Phoenix.png&amp;diff=410"/>
		<updated>2025-10-21T13:15:31Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Flaming_Phoenix.png&amp;diff=409</id>
		<title>File:Ss troop Sylvan Flaming Phoenix.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Sylvan_Flaming_Phoenix.png&amp;diff=409"/>
		<updated>2025-10-21T13:15:12Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Grove_Units&amp;diff=408</id>
		<title>Grove Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Grove_Units&amp;diff=408"/>
		<updated>2025-10-21T11:11:06Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Faun=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun.png&lt;br /&gt;
|tier=1 / Basic&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~4&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=2&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=105&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=9&lt;br /&gt;
|squadvalue=90&lt;br /&gt;
|lore=The fauns of Murmurwoods remain a mystery to most outsiders. They shun complex tools, instead embracing symbiosis with the forest — trusting that the Mycelium will provide everything they need.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun Archer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun Archer.png&lt;br /&gt;
|tier=1 / Upgraded&lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~4&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=140&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=11&lt;br /&gt;
|squadvalue=116&lt;br /&gt;
|lore=In the dense forest of Murmurwoods, silence reigns, and long‑range weaponry that doesn’t startle dominates. The fauns understand this well, using bows to hunt for food and deal with unwelcome visitors. It is strongly advised to be their guest, not their target.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun Warrior&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun Warrior.png&lt;br /&gt;
|tier=1 / Alternate&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=4~5&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=7&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=140&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=11&lt;br /&gt;
|squadvalue=116&lt;br /&gt;
|lore=For some fauns, all outsiders are enemies and unworthy of a quick death. They charge into battle driven by a single emotion: fury.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Nature&amp;amp;apos;s Fury&amp;lt;/span&amp;gt;: Deals +2 Damage and increases Speed by 2 until the end of the round.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Hoplet=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Hoplet.png&lt;br /&gt;
|tier=2 / Basic&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=1&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=1&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=135&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=12&lt;br /&gt;
|squadvalue=126&lt;br /&gt;
|lore=The ecosystem of Murmurwoods is steeped in raw magic, flowing through Enroth. At times, it imbues the most unexpected creatures, resulting in a unique cross of fireflies and common hops.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leeching Hop&amp;lt;/span&amp;gt;: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dawn Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Dawn Hoplet.png&lt;br /&gt;
|tier=2 / Upgraded&lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=1&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=2&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=180&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=16&lt;br /&gt;
|squadvalue=169&lt;br /&gt;
|lore=Some scholars with a keen interest in botany claim that hops are known for releasing a strong, mind‑clearing aroma at dawn. It stands to reason, that these little creatures would mimic such a behaviour, blending both nature’s gift and their mystical influence.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swift Strike&amp;lt;/span&amp;gt;: Enemies do not counterattack.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Morning Dew&amp;lt;/span&amp;gt;: Generates 1 Focus Charge(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dusk Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Dusk Hoplet.png&lt;br /&gt;
|tier=2 / Alternate&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=5&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=2&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=1&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=180&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=16&lt;br /&gt;
|squadvalue=169&lt;br /&gt;
|lore=Whenever nature and magic interwine, 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.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Core&amp;lt;/span&amp;gt;: Upon death, this creature increases its hero’s Spell Power by 1 until the end of the battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leeching Hop&amp;lt;/span&amp;gt;: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bloom&amp;lt;/span&amp;gt;: Increases this creature’s hero’s Spell Power by 3 until the end of round.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Vine Iriyad=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Vine Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Vine Iriyad.png&lt;br /&gt;
|tier=3 / Basic&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=4~8&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=2&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=215&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=21&lt;br /&gt;
|squadvalue=215&lt;br /&gt;
|lore=Betwixt two realms, the Mycelium is a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of Murmurwoods to take forms. Vine iriyads are the earthkin’s preferred vessels for exploration.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Fungal Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Fungal Iriyad.png&lt;br /&gt;
|tier=3 / Upgraded&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=4~8&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=31&lt;br /&gt;
|squadvalue=311&lt;br /&gt;
|lore=Elementalists say that each element has two aspects. The first aspect of earth is that of nourishing soil, roots and foliage. Dendroids, treants and their kin are formidable yet protective, guardians of balance and peace.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Living Cover&amp;lt;/span&amp;gt;: Adjacent friendly creatures always take minimal Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Stoneheart&amp;lt;/span&amp;gt;: Leaves a stone obstacle after death. It is destroyed after taking Damage 3 times.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Unrelenting Stone&amp;lt;/span&amp;gt;: Turns this creature’s Attack into additional Defence until the end of the round. Can only be used after “Awaken”.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Crystal Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Crystal Iriyad.png&lt;br /&gt;
|tier=3 / Alternate&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=8&lt;br /&gt;
|damage=5~7&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=31&lt;br /&gt;
|squadvalue=311&lt;br /&gt;
|lore=Elementalists say that each element has two aspects. The second aspect of earth is its stubborn, proud, and unyielding nature — stone. Fierce and unrelenting, to come across a crystal iriyad means facing resistance to change and an unavoidable delay, as they are fiercely territorial.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Crystal Thorns&amp;lt;/span&amp;gt;: Whenever an enemy attacks this creature in Melee, 1 unit(s) from the attacking stack die. Works on creatures up to tier 6.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Earthshatter&amp;lt;/span&amp;gt;: All enemies within a 2‑hex radius can only attack this creature until the end of the round.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Aqualotl=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Aqualotl.png&lt;br /&gt;
|tier=4 / Basic&lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=10~12&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=370&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=39&lt;br /&gt;
|squadvalue=394&lt;br /&gt;
|lore=Betwixt two realms, the Mycelium is a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of Murmurwoods to take forms. Waterkin often choose the shape of aqualotls — spry, elusive, and ever‑shifting, much like the element they embody.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Blooming Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Blooming Aqualotl.png&lt;br /&gt;
|tier=4 / Upgraded&lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=14~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=510&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=56&lt;br /&gt;
|squadvalue=565&lt;br /&gt;
|lore=To most in Jadame, water is both the source of life and the veil of oblivion — a hand soothed in water forgets its scratch, and a leap over a stream lifts one’s gloom. To a blooming aqualotl, it is a pure joy to take such worries away.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Allows the use of other abilities. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Rivulet Retreat&amp;lt;/span&amp;gt;: Blinks to any hex within 4‑hex range. Can only be used after “Awaken”.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Polar Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Polar Aqualotl.png&lt;br /&gt;
|tier=4 / Alternate&lt;br /&gt;
|attack=13&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=14~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=7&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=510&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=56&lt;br /&gt;
|squadvalue=565&lt;br /&gt;
|lore=Water brings life, but it can just as easily take it away. Cold, cruel and unyielding, a single shard of ice can spell the doom of a nation. To a polar aqualotl, only those who survive the winter deserve to endure.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Icy Veins&amp;lt;/span&amp;gt;: Prevents the target from restoring HP by any means until the end of the round.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Allows the use of other abilities. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Whirlpool&amp;lt;/span&amp;gt;: Confuses the target. While Confused, their Speed and Initiative reduce by 2. Duration: 3 round(s). Can only be used after “Awaken”.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Herbomancer=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Herbomancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Herbomancer.png&lt;br /&gt;
|tier=5 / Basic&lt;br /&gt;
|attack=12&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=14~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=620&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=70&lt;br /&gt;
|squadvalue=709&lt;br /&gt;
|lore=Deep in the woods dwell those, who venerate nature in all its forms. Blessed as its stewards, herbomancers are the envoys of the Mycelium, sent across Jadame to safeguard the natural order. Many seek them to grasp the magical flow of Enroth.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swarm of Bees&amp;lt;/span&amp;gt;: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Sporemancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Sporemancer.png&lt;br /&gt;
|tier=5 / Upgraded&lt;br /&gt;
|attack=16&lt;br /&gt;
|defence=19&lt;br /&gt;
|damage=14~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=880&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=107&lt;br /&gt;
|squadvalue=1070&lt;br /&gt;
|lore=All life in Murmurwoods is interconnected. Those who understand this best become sporemancers — elder mancers who nurture the forest, guide the elementals that dwell within it, and uphold delicate balance of nature.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swarm of Bees&amp;lt;/span&amp;gt;: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Protective Roots&amp;lt;/span&amp;gt;: Makes the friendly creature immune to Magic Damage. Duration: 1 round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Murmurmancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Murmurmancer.png&lt;br /&gt;
|tier=5 / Alternate&lt;br /&gt;
|attack=12&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=17~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=880&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=107&lt;br /&gt;
|squadvalue=1070&lt;br /&gt;
|lore=Some mancers believe that merely guiding the Mycelium is not enough — its protection must come first. Viewing outsiders as a constant threat, they weave their frustration into their magic, making their spells wildly unpredictable and dangerously volatile.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Power of Murmurs&amp;lt;/span&amp;gt;: Increases the hero’s spell level by 1. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Echoes of Murmurwoods&amp;lt;/span&amp;gt;: Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.The restriction of not reusing the same school of magic per turn is excluded.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Qilin=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Qilin.png&lt;br /&gt;
|tier=6 / Basic&lt;br /&gt;
|attack=22&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=25~33&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=159&lt;br /&gt;
|squadvalue=1591&lt;br /&gt;
|lore=Free and ever‑present, the element of air takes many forms — the wind that carries a child’s laughter, the gust of smoke in battle, the breeze that steals a widow’s scarf. Qilins embody all that such zephyrs represent — swift, graceful and ephemeral.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Thunder Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Thunder Qilin.png&lt;br /&gt;
|tier=6 / Upgraded&lt;br /&gt;
|attack=22&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=28~36&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=7&lt;br /&gt;
|initiative=11&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=2000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=251&lt;br /&gt;
|squadvalue=2519&lt;br /&gt;
|lore=When the very first war came to Murmurwoods, its echoes tore through the land — the sky split in two, and the fury of the elements was unleashed. Thunder Qilins are lightning made flesh, striking down those who dare intrude.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Cloud Nine&amp;lt;/span&amp;gt;: At the beginning of each round, generates 1 Focus Point(s).&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Thunderstrike&amp;lt;/span&amp;gt;: Converts this creature’s Defence into additional Attack until the end of the round. Can only be used after “Awaken”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ball Lightning&amp;lt;/span&amp;gt;: Blinks to any hex. Deals [25 × amount of units] Magic Damage to all creatures adjacent to the destination hex. Can only be used after “Awaken”.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Mist Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Mist Qilin.png&lt;br /&gt;
|tier=6 / Alternate&lt;br /&gt;
|attack=24&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=28~36&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=13&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=2000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=253&lt;br /&gt;
|squadvalue=2530&lt;br /&gt;
|lore=Guests of the druids and elementalists in Murmurwoods may be fortunate enough to encounter a Mist Qilin. Gentle and carefree like a drifting breeze, they serve as a reminder that Jadame will always be a land of wonders and adventure.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Scintillating Scales&amp;lt;/span&amp;gt;: Deals +50% Magic Damage. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack.Adjacent enemy take +50% magic damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mist Form&amp;lt;/span&amp;gt;: Ignores obstacles and takes –25% Damage until the end of the round. Can only be used after “Awaken”.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Phoenix=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Phoenix.png&lt;br /&gt;
|tier=7 / Basic&lt;br /&gt;
|attack=28&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=200&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=14&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=2700&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=1&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=448&lt;br /&gt;
|squadvalue=4481&lt;br /&gt;
|lore=Phoenixes are not native to Jadame but travellers who entered the land willingly. Nesting deep within the forest, they display remarkable intelligence. It is said that a single spark of flame is enough to bring them back to life.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Flaming Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Flaming Phoenix.png&lt;br /&gt;
|tier=7 / Upgraded&lt;br /&gt;
|attack=32&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=300&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=18&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=2&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=779&lt;br /&gt;
|squadvalue=7797&lt;br /&gt;
|lore=Out of all elements, fire is the most demanding — it can bring hope as easily as it can reduce everything to ash. A blazing phoenix signals a new chick in the nest, but it also makes them fiercely territorial.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Immortal&amp;lt;/span&amp;gt;: Leaves a pile of ash upon death. At the start of next round, [1 + of the original units in the stack 50%] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Heatwave&amp;lt;/span&amp;gt;: Dispels all negative effects from friendly creatures and all positive effects from enemies. Can only be used after “Awaken”.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Energy Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Energy Phoenix.png&lt;br /&gt;
|tier=7 / Alternate&lt;br /&gt;
|attack=28&lt;br /&gt;
|defence=34&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=250&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=16&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=2&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=779&lt;br /&gt;
|squadvalue=7797&lt;br /&gt;
|lore=As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy. To a scholar, they are a marvel — a sentient supernova on the brink of eruption.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Eternal Flame&amp;lt;/span&amp;gt;: Restors 25% of HP lost since the start of battle at the start of its every turn. Can revive fallen units.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Supernova&amp;lt;/span&amp;gt;: Deals [50 × amount of units] Magic Damage to all enemies within 2 hexes. Sets all targets on fire. While Burning, each target takes [50 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Neutral_Units&amp;diff=407</id>
		<title>Neutral Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Neutral_Units&amp;diff=407"/>
		<updated>2025-10-21T11:10:22Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Pixie=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Pixie&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Pixie.png&lt;br /&gt;
|tier=1&lt;br /&gt;
|attack=2&lt;br /&gt;
|defence=2&lt;br /&gt;
|damage=2~2&lt;br /&gt;
|health=6&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=100&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=60&lt;br /&gt;
|exp=10&lt;br /&gt;
|squadvalue=100&lt;br /&gt;
|lore=Born from flower buds blossoming in mana‑rich places, Pixies are mischievous beings who cherish free will and playfulness over laws or others’ well‑being. Though akin to faeries, they pledge loyalty to none, following only those who promise them excitement.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Pure Resistance&amp;lt;/span&amp;gt;: Immune to all Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Peasant=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Peasant&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Peasant.png&lt;br /&gt;
|tier=2&lt;br /&gt;
|attack=1&lt;br /&gt;
|defence=1&lt;br /&gt;
|damage=1~1&lt;br /&gt;
|health=5&lt;br /&gt;
|speed=1&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=150&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=32&lt;br /&gt;
|exp=15&lt;br /&gt;
|squadvalue=150&lt;br /&gt;
|lore=The backbone of every kingdom’s economy, peasants work the fields and pay taxes. Just don’t ask if they voted for you.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Taxpayer&amp;lt;/span&amp;gt;: At the beginning of the day, grants 10  Gold per creature in its army.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Beloved Piglet&amp;lt;/span&amp;gt;: Loves his pet so much that he can’t live without it... normally.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Ghoul=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Ghoul&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Ghoul.png&lt;br /&gt;
|tier=2&lt;br /&gt;
|attack=9&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=4~7&lt;br /&gt;
|health=20&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Undead&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=200&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=0&lt;br /&gt;
|squadvalue=1&lt;br /&gt;
|lore=I’ve heard it’s actually the grief from the loss of his lovely piglet that made him like this.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Enraged&amp;lt;/span&amp;gt;: At the beginning of each round, enhances himself, increasing his attributes and gaining 2 minimum and maximum Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Halfling=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Halfling&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Halfling.png&lt;br /&gt;
|tier=2&lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=3~3&lt;br /&gt;
|health=6&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=3&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=150&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=60&lt;br /&gt;
|exp=15&lt;br /&gt;
|squadvalue=150&lt;br /&gt;
|lore=A cheerful and friendly people who are lucky enough to be native to Jadame. Or maybe luck is the only thing that helps them survive here, seeing how they’re neither cruel nor particularly sly.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Duelist&amp;lt;/span&amp;gt;: Receives no penalty in Melee, dealing full Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Prance Away&amp;lt;/span&amp;gt;: Blinks to another hex within its movement range.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Animated Armour=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Animated Armour&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Animated Armour.png&lt;br /&gt;
|tier=3&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=8&lt;br /&gt;
|damage=4~12&lt;br /&gt;
|health=25&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=30&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=The armour is just a shell — it’s the vines that are actually living. Infused with pieces of Murmurwood’s mycelium, they have a sort of simple mind and sometimes even personalities, though nigh incomprehensible for ordinary mortals.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Defence III&amp;lt;/span&amp;gt;: Takes -60% Melee Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Defence III&amp;lt;/span&amp;gt;: Takes -60% Ranged Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence III&amp;lt;/span&amp;gt;: Takes -60% Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Groll=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Groll&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Groll.png&lt;br /&gt;
|tier=3&lt;br /&gt;
|attack=8&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=5~7&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=32&lt;br /&gt;
|exp=30&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=Rock go boom. Stick go crash. Legend says, these unpleasant and easily annoyed creatures were one made from stone by dragons. But could stones ever become so short‑tempered?&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Rrr，Jump!&amp;lt;/span&amp;gt;: Jumps to a hex within a 4‑hex radius and deals basic attack Damage to all adjacent enemies.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Big Rock，Rrr!&amp;lt;/span&amp;gt;: Deals 150% basic attack Damage to the target as Magic Damage, stunning them until next round. The Stunned creature is forced to pass.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Kittenhorn=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Kittenhorn&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Kittenhorn.png&lt;br /&gt;
|tier=4&lt;br /&gt;
|attack=10&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=10~15&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=3&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=These cute cat‑like creatures are actually ancient. They hail back from the times when crystals had minds and songs could change reality, and carry a bit of those primordial times with themselves still, occasionally driving people insane — be it glee or rage.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Remnant of Mad Times&amp;lt;/span&amp;gt;: When this creature dies, “Berserk” is cast upon its killer. They are forced to attack the nearest creature.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wheeee&amp;lt;/span&amp;gt;: Gives all friendly creatures +3 Morale. Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Starchild=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Starchild&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Starchild.png&lt;br /&gt;
|tier=4&lt;br /&gt;
|attack=15&lt;br /&gt;
|defence=11&lt;br /&gt;
|damage=13~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=All four Scholars read the stars, but Naira has always been the closest to them. Her shadows, eerily resembling her, are cast by the stars — or are they? Do they rise from the ground, or are they messengers of the heavens? And if so, what secrets do they hold about our world?&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Starfall&amp;lt;/span&amp;gt;: Select 3 hexes. A star falls to each of them, dealing [15 × amount of units] Magic Damage to target hex and all adjacent creatures.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Primal Remnant=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Primal Remnant&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Primal Remnant.png&lt;br /&gt;
|tier=4&lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=18&lt;br /&gt;
|damage=12~13&lt;br /&gt;
|health=50&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=Before time, truth, and magic, the world was primal chaos — so say Hksmilla’s followers. Some entities still seem to echo that ancient era.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Emboldening Spores&amp;lt;/span&amp;gt;: Grants itself and all adjacent friendly creatures +20% maximum HP. Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Vegetation Propagation&amp;lt;/span&amp;gt;: Creates an equal Primal Remnant stack on an adjacent hex. It dies upon taking any Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Unicorn=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Unicorn&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Unicorn.png&lt;br /&gt;
|tier=4&lt;br /&gt;
|attack=16&lt;br /&gt;
|defence=13&lt;br /&gt;
|damage=10~10&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=Unicorns, beings of Light Magic, possess supernatural intelligence and strength. Telepathic and elusive, they dwell in hidden Murmurwood groves, revealing themselves only to the pure of heart. Elves, through centuries of interaction, have sometimes earned their alliance, but unicorns are slow to trust and never forgive betrayal.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Blinding Strike&amp;lt;/span&amp;gt;: Casts “Blind” upon the target, preventing all actions. The effect ends when the target takes Damage.   Duration: 3 round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Giant Toad=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Giant Toad&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Giant Toad.png&lt;br /&gt;
|tier=5&lt;br /&gt;
|attack=19&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=18~18&lt;br /&gt;
|health=95&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=95&lt;br /&gt;
|squadvalue=950&lt;br /&gt;
|lore=The Regnan Archipelago, Daggerwound Islands, Jadame’s Jaws, and countless unnamed isles serve as breeding grounds for giant semi‑aquatic creatures. Grumpy and territorial, they dominate parts of the continent’s coastal zones.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity III&amp;lt;/span&amp;gt;: Immune to tier‑3 or lower spells and creature’s abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Tenderizing Spit&amp;lt;/span&amp;gt;: Upon attacking, poisons the enemy. While Poisoned, the target takes [7 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;: Leaps over 1 hex. Pushes all adjacent creatures away, if possible.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sticky Tongue&amp;lt;/span&amp;gt;: Aims at an adjacent hex and draws a target that stands further in that direction to it.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Faerie Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faerie Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Faerie Dragon.png&lt;br /&gt;
|tier=5&lt;br /&gt;
|attack=15&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=15~15&lt;br /&gt;
|health=75&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=1000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=95&lt;br /&gt;
|squadvalue=950&lt;br /&gt;
|lore=They may appear sweet and cheerful, but faerie dragons are mischievous tricksters. One of the few creatures attuned to Enroth’s raw magical energies, they wield their power with playful cunning.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity V&amp;lt;/span&amp;gt;: Immune to tier‑5 or lower spells and creature’s abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mana Drinker&amp;lt;/span&amp;gt;: Steals 2 mana from the enemy hero (if present) at the start of its turn.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bubble of Silence&amp;lt;/span&amp;gt;: Adjacent enemies cannot use abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Nullify&amp;lt;/span&amp;gt;: Dispels all negative and positive effects from the target.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Banish Summons&amp;lt;/span&amp;gt;: Dispels all summoned creatures and temporary stacks.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Couatl=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Couatl&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Couatl.png&lt;br /&gt;
|tier=6&lt;br /&gt;
|attack=26&lt;br /&gt;
|defence=19&lt;br /&gt;
|damage=21~28&lt;br /&gt;
|health=95&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=12&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=These feathered serpents oftentimes rely on their sheer power and hail back to older, more primal times — their scales make them highly impervious to spells altering one’s essence.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Pure Resistance&amp;lt;/span&amp;gt;: Immune to all Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Primal Stubbornness&amp;lt;/span&amp;gt;: Negative effects do not stay on this creature longer than {0} round(s).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Dragonslayer=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dragonslayer&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Dragonslayer.png&lt;br /&gt;
|tier=6&lt;br /&gt;
|attack=24&lt;br /&gt;
|defence=28&lt;br /&gt;
|damage=27~36&lt;br /&gt;
|health=85&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=Dragonkilling is not for the meek — or the sane. It demands risking life and limb against impossible odds. Yet, the lure of glory and riches ensures there are always those desperate or mad enough to try. The rare few who succeed become legends, their names etched into history forever.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon&amp;amp;apos;s Blood&amp;lt;/span&amp;gt;: Until the end of the next round, becomes fully immune to spells.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dissection&amp;lt;/span&amp;gt;: Wounds the target. Wounded target takes [7 × amount of units] Normal Damage at the start of its turn. This effect is stackable.  Duration: 2 round(s).&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon hunter&amp;lt;/span&amp;gt;: Deals +100% Damage to Dragons&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Worldwatcher=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Worldwatcher&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Worldwatcher.png&lt;br /&gt;
|tier=6&lt;br /&gt;
|attack=25&lt;br /&gt;
|defence=25&lt;br /&gt;
|damage=25~25&lt;br /&gt;
|health=75&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Construct&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=These constructs often accompany sentinels — perhaps they are made by them. They claim their mission is simply to observe the world and report to their makers, to see if anything needs to be fixed. But why are simple observers so well‑equipped for battle?&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Duelist&amp;lt;/span&amp;gt;: Receives no penalty in Melee, dealing full Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence IV&amp;lt;/span&amp;gt;: Takes -90% Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Trap: Time Loop&amp;lt;/span&amp;gt;: Places an invisible trap. A ground enemy stack that steps into it is transported back to their starting point and forced to end turn. Duration: 2 rounds.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Sentinel of Glory=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Sentinel of Glory&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Sentinel of Glory.png&lt;br /&gt;
|tier=7&lt;br /&gt;
|attack=40&lt;br /&gt;
|defence=40&lt;br /&gt;
|damage=50~50&lt;br /&gt;
|health=400&lt;br /&gt;
|speed=7&lt;br /&gt;
|initiative=11&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=700&lt;br /&gt;
|squadvalue=7000&lt;br /&gt;
|lore=Formerly allies of the Church of the Sun, sentinels have abandoned it for an unclear reason. The claim is, they are “keepers of balance” — and when the Inquisitors shook it, they chose instead to serve the balance between the four scholars of magic.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Arina&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Dispels all negative effects from this creature and fully restores own HP. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Naira&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Until the end of round, deals +40% Damage and takes –40% Damage. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Doreath&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Hksmilla&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Obsidian Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Obsidian Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Obsidian Dragon.png&lt;br /&gt;
|tier=7&lt;br /&gt;
|attack=37&lt;br /&gt;
|defence=26&lt;br /&gt;
|damage=60~70&lt;br /&gt;
|health=350&lt;br /&gt;
|speed=10&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=700&lt;br /&gt;
|squadvalue=7000&lt;br /&gt;
|lore=The thing about diplomacy is, someone always hates it. Some dark dragons believe the very concept of Alvar is beneath them — beneath the whole dragon race — and that they should just rule all other peoples on their own, without alliances. For now, this just makes them pariahs.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swift Strike&amp;lt;/span&amp;gt;: Enemies do not counterattack.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity IV&amp;lt;/span&amp;gt;: Immune to tier‑4 or lower spells and creature’s abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragonbreath Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and the hex directly behind it. (Cave Dragon, Black Dragon, Ashen Dragon, Obsidian Dragon, Friendly Fire)&lt;br /&gt;
Deals Damage to the target and the hex directly behind it. Additional targets take -50% Damage. (None)&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Disdain&amp;lt;/span&amp;gt;: Takes –25% Melee Damage, –50% Long Reach Damage, and –75% Ranged Damage.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Lich Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Lich Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Lich Dragon.png&lt;br /&gt;
|tier=8&lt;br /&gt;
|attack=66&lt;br /&gt;
|defence=66&lt;br /&gt;
|damage=99~99&lt;br /&gt;
|health=999&lt;br /&gt;
|speed=9&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Undead&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=30000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=3000&lt;br /&gt;
|squadvalue=30000&lt;br /&gt;
|lore=Undead dragons come to existence in places where enormous amounts of necrotic energies radiate close to their resting places. As such, for all the power they have, risen dragons are surprisingly simple and unambitious — more beasts guarding their graveyards than rulers.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence III&amp;lt;/span&amp;gt;: Takes -60% Magic Damage.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Cone Strike&amp;lt;/span&amp;gt;: Deals Damage to the target, the two adjacent hexes to its sides, and the hexes directly behind them. (Lich Dragon)Friendly Fire​: Lich Dragon.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bone Absorption&amp;lt;/span&amp;gt;: Absorbs all corpses at destination and all adjacent hexes. Takes +25% to ability Damage and +25% to HP restored by abilities.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Self‑Reconstruction&amp;lt;/span&amp;gt;: Restores 100% of one dragon’s maximum HP. Revives fallen units. Can create new ones.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bone Armageddon&amp;lt;/span&amp;gt;: Deals [333 × amount of units] Pure Damage to all other creatures.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Avatar=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Avatar&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Avatar.png&lt;br /&gt;
|tier=8&lt;br /&gt;
|attack=0&lt;br /&gt;
|defence=0&lt;br /&gt;
|damage=5~5&lt;br /&gt;
|health=50&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=300&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=There is a unique mastery invented by Jadame scholars, an art of expressing one’s soul not through word or song, but directly. The creature cast this way is a uniquely tremulous and powerful Embodiment.&lt;br /&gt;
|abilities=&amp;lt;ul&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Grove_Units&amp;diff=405</id>
		<title>Grove Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Grove_Units&amp;diff=405"/>
		<updated>2025-10-21T09:20:24Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Faun=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun.png&lt;br /&gt;
|tier=1 / Basic&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~4&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=2&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=105&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=9&lt;br /&gt;
|squadvalue=90&lt;br /&gt;
|lore=The fauns of Murmurwoods remain a mystery to most outsiders. They shun complex tools, instead embracing symbiosis with the forest — trusting that the Mycelium will provide everything they need.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun Archer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun Archer.png&lt;br /&gt;
|tier=1 / Upgraded&lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~4&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=140&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=11&lt;br /&gt;
|squadvalue=116&lt;br /&gt;
|lore=In the dense forest of Murmurwoods, silence reigns, and long‑range weaponry that doesn’t startle dominates. The fauns understand this well, using bows to hunt for food and deal with unwelcome visitors. It is strongly advised to be their guest, not their target.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun Warrior&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun Warrior.png&lt;br /&gt;
|tier=1 / Alternate&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=4~5&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=7&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=140&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=11&lt;br /&gt;
|squadvalue=116&lt;br /&gt;
|lore=For some fauns, all outsiders are enemies and unworthy of a quick death. They charge into battle driven by a single emotion: fury.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Nature&amp;amp;apos;s Fury&amp;lt;/span&amp;gt;: Deals +2 Damage and increases Speed by 2 until the end of the round.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Hoplet=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Hoplet.png&lt;br /&gt;
|tier=2 / Basic&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=1&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=1&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=135&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=12&lt;br /&gt;
|squadvalue=126&lt;br /&gt;
|lore=The ecosystem of Murmurwoods is steeped in raw magic, flowing through Enroth. At times, it imbues the most unexpected creatures, resulting in a unique cross of fireflies and common hops.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leeching Hop&amp;lt;/span&amp;gt;: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dawn Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Dawn Hoplet.png&lt;br /&gt;
|tier=2 / Upgraded&lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=1&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=2&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=180&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=16&lt;br /&gt;
|squadvalue=169&lt;br /&gt;
|lore=Some scholars with a keen interest in botany claim that hops are known for releasing a strong, mind‑clearing aroma at dawn. It stands to reason, that these little creatures would mimic such a behaviour, blending both nature’s gift and their mystical influence.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swift Strike&amp;lt;/span&amp;gt;: Enemies do not counterattack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Morning Dew&amp;lt;/span&amp;gt;: Generates 1 Focus Charge(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dusk Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Dusk Hoplet.png&lt;br /&gt;
|tier=2 / Alternate&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=5&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=2&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=1&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=180&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=16&lt;br /&gt;
|squadvalue=169&lt;br /&gt;
|lore=Whenever nature and magic interwine, 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.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Core&amp;lt;/span&amp;gt;: Upon death, this creature increases its hero’s Spell Power by 1 until the end of the battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leeching Hop&amp;lt;/span&amp;gt;: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bloom&amp;lt;/span&amp;gt;: Increases this creature’s hero’s Spell Power by 3 until the end of round.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Vine Iriyad=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Vine Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Vine Iriyad.png&lt;br /&gt;
|tier=3 / Basic&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=4~8&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=2&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=215&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=21&lt;br /&gt;
|squadvalue=215&lt;br /&gt;
|lore=Betwixt two realms, the Mycelium is a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of Murmurwoods to take forms. Vine iriyads are the earthkin’s preferred vessels for exploration.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Fungal Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Fungal Iriyad.png&lt;br /&gt;
|tier=3 / Upgraded&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=4~8&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=31&lt;br /&gt;
|squadvalue=311&lt;br /&gt;
|lore=Elementalists say that each element has two aspects. The first aspect of earth is that of nourishing soil, roots and foliage. Dendroids, treants and their kin are formidable yet protective, guardians of balance and peace.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Living Cover&amp;lt;/span&amp;gt;: Adjacent friendly creatures always take minimal Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Stoneheart&amp;lt;/span&amp;gt;: Leaves a stone obstacle after death. It is destroyed after taking Damage 3 times.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Unrelenting Stone&amp;lt;/span&amp;gt;: Turns this creature’s Attack into additional Defence until the end of the round. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Crystal Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Crystal Iriyad.png&lt;br /&gt;
|tier=3 / Alternate&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=8&lt;br /&gt;
|damage=5~7&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=31&lt;br /&gt;
|squadvalue=311&lt;br /&gt;
|lore=Elementalists say that each element has two aspects. The second aspect of earth is its stubborn, proud, and unyielding nature — stone. Fierce and unrelenting, to come across a crystal iriyad means facing resistance to change and an unavoidable delay, as they are fiercely territorial.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Crystal Thorns&amp;lt;/span&amp;gt;: Whenever an enemy attacks this creature in Melee, 1 unit(s) from the attacking stack die. Works on creatures up to tier 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Earthshatter&amp;lt;/span&amp;gt;: All enemies within a 2‑hex radius can only attack this creature until the end of the round.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Aqualotl=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Aqualotl.png&lt;br /&gt;
|tier=4 / Basic&lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=10~12&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=370&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=39&lt;br /&gt;
|squadvalue=394&lt;br /&gt;
|lore=Betwixt two realms, the Mycelium is a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of Murmurwoods to take forms. Waterkin often choose the shape of aqualotls — spry, elusive, and ever‑shifting, much like the element they embody.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Blooming Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Blooming Aqualotl.png&lt;br /&gt;
|tier=4 / Upgraded&lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=14~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=510&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=56&lt;br /&gt;
|squadvalue=565&lt;br /&gt;
|lore=To most in Jadame, water is both the source of life and the veil of oblivion — a hand soothed in water forgets its scratch, and a leap over a stream lifts one’s gloom. To a blooming aqualotl, it is a pure joy to take such worries away.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Rivulet Retreat&amp;lt;/span&amp;gt;: Blinks to any hex within 4‑hex range. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Polar Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Polar Aqualotl.png&lt;br /&gt;
|tier=4 / Alternate&lt;br /&gt;
|attack=13&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=14~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=7&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=510&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=56&lt;br /&gt;
|squadvalue=565&lt;br /&gt;
|lore=Water brings life, but it can just as easily take it away. Cold, cruel and unyielding, a single shard of ice can spell the doom of a nation. To a polar aqualotl, only those who survive the winter deserve to endure.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Icy Veins&amp;lt;/span&amp;gt;: Prevents the target from restoring HP by any means until the end of the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Whirlpool&amp;lt;/span&amp;gt;: Confuses the target. While Confused, their Speed and Initiative reduce by 2. Duration: 3 round(s). Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Herbomancer=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Herbomancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Herbomancer.png&lt;br /&gt;
|tier=5 / Basic&lt;br /&gt;
|attack=12&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=14~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=620&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=70&lt;br /&gt;
|squadvalue=709&lt;br /&gt;
|lore=Deep in the woods dwell those, who venerate nature in all its forms. Blessed as its stewards, herbomancers are the envoys of the Mycelium, sent across Jadame to safeguard the natural order. Many seek them to grasp the magical flow of Enroth.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swarm of Bees&amp;lt;/span&amp;gt;: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Sporemancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Sporemancer.png&lt;br /&gt;
|tier=5 / Upgraded&lt;br /&gt;
|attack=16&lt;br /&gt;
|defence=19&lt;br /&gt;
|damage=14~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=880&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=107&lt;br /&gt;
|squadvalue=1070&lt;br /&gt;
|lore=All life in Murmurwoods is interconnected. Those who understand this best become sporemancers — elder mancers who nurture the forest, guide the elementals that dwell within it, and uphold delicate balance of nature.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swarm of Bees&amp;lt;/span&amp;gt;: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Protective Roots&amp;lt;/span&amp;gt;: Makes the friendly creature immune to Magic Damage. Duration: 1 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Murmurmancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Murmurmancer.png&lt;br /&gt;
|tier=5 / Alternate&lt;br /&gt;
|attack=12&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=17~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=880&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=107&lt;br /&gt;
|squadvalue=1070&lt;br /&gt;
|lore=Some mancers believe that merely guiding the Mycelium is not enough — its protection must come first. Viewing outsiders as a constant threat, they weave their frustration into their magic, making their spells wildly unpredictable and dangerously volatile.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Power of Murmurs&amp;lt;/span&amp;gt;: Increases the hero’s spell level by 1. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Echoes of Murmurwoods&amp;lt;/span&amp;gt;: Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.The restriction of not reusing the same school of magic per turn is excluded.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Qilin=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Qilin.png&lt;br /&gt;
|tier=6 / Basic&lt;br /&gt;
|attack=22&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=25~33&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=159&lt;br /&gt;
|squadvalue=1591&lt;br /&gt;
|lore=Free and ever‑present, the element of air takes many forms — the wind that carries a child’s laughter, the gust of smoke in battle, the breeze that steals a widow’s scarf. Qilins embody all that such zephyrs represent — swift, graceful and ephemeral.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Thunder Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Thunder Qilin.png&lt;br /&gt;
|tier=6 / Upgraded&lt;br /&gt;
|attack=22&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=28~36&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=7&lt;br /&gt;
|initiative=11&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=2000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=251&lt;br /&gt;
|squadvalue=2519&lt;br /&gt;
|lore=When the very first war came to Murmurwoods, its echoes tore through the land — the sky split in two, and the fury of the elements was unleashed. Thunder Qilins are lightning made flesh, striking down those who dare intrude.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Cloud Nine&amp;lt;/span&amp;gt;: At the beginning of each round, generates 1 Focus Point(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Thunderstrike&amp;lt;/span&amp;gt;: Converts this creature’s Defence into additional Attack until the end of the round. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ball Lightning&amp;lt;/span&amp;gt;: Blinks to any hex. Deals [25 × amount of units] Magic Damage to all creatures adjacent to the destination hex. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Mist Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Mist Qilin.png&lt;br /&gt;
|tier=6 / Alternate&lt;br /&gt;
|attack=24&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=28~36&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=13&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=2000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=253&lt;br /&gt;
|squadvalue=2530&lt;br /&gt;
|lore=Guests of the druids and elementalists in Murmurwoods may be fortunate enough to encounter a Mist Qilin. Gentle and carefree like a drifting breeze, they serve as a reminder that Jadame will always be a land of wonders and adventure.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Scintillating Scales&amp;lt;/span&amp;gt;: Deals +50% Magic Damage. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack.Adjacent enemy take +50% magic damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mist Form&amp;lt;/span&amp;gt;: Ignores obstacles and takes –25% Damage until the end of the round. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Phoenix=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Phoenix.png&lt;br /&gt;
|tier=7 / Basic&lt;br /&gt;
|attack=28&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=200&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=14&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=2700&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=1&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=448&lt;br /&gt;
|squadvalue=4481&lt;br /&gt;
|lore=Phoenixes are not native to Jadame but travellers who entered the land willingly. Nesting deep within the forest, they display remarkable intelligence. It is said that a single spark of flame is enough to bring them back to life.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Flaming Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Flaming Phoenix.png&lt;br /&gt;
|tier=7 / Upgraded&lt;br /&gt;
|attack=32&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=300&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=18&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=2&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=779&lt;br /&gt;
|squadvalue=7797&lt;br /&gt;
|lore=Out of all elements, fire is the most demanding — it can bring hope as easily as it can reduce everything to ash. A blazing phoenix signals a new chick in the nest, but it also makes them fiercely territorial.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Immortal&amp;lt;/span&amp;gt;: Leaves a pile of ash upon death. At the start of next round, [1 + of the original units in the stack 50%] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Heatwave&amp;lt;/span&amp;gt;: Dispels all negative effects from friendly creatures and all positive effects from enemies. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Energy Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Energy Phoenix.png&lt;br /&gt;
|tier=7 / Alternate&lt;br /&gt;
|attack=28&lt;br /&gt;
|defence=34&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=250&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=16&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=2&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=779&lt;br /&gt;
|squadvalue=7797&lt;br /&gt;
|lore=As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy. To a scholar, they are a marvel — a sentient supernova on the brink of eruption.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Eternal Flame&amp;lt;/span&amp;gt;: Restors 25% of HP lost since the start of battle at the start of its every turn. Can revive fallen units.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Supernova&amp;lt;/span&amp;gt;: Deals [50 × amount of units] Magic Damage to all enemies within 2 hexes. Sets all targets on fire. While Burning, each target takes [50 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Icon_Resource_Crystal.png&amp;diff=404</id>
		<title>File:Icon Resource Crystal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Icon_Resource_Crystal.png&amp;diff=404"/>
		<updated>2025-10-21T09:01:18Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Neutral_Units&amp;diff=403</id>
		<title>Neutral Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Neutral_Units&amp;diff=403"/>
		<updated>2025-10-21T08:51:05Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Pixie=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Pixie&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Pixie.png&lt;br /&gt;
|tier=1 &lt;br /&gt;
|attack=2&lt;br /&gt;
|defence=2&lt;br /&gt;
|damage=2~2&lt;br /&gt;
|health=6&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=100&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=60&lt;br /&gt;
|exp=10&lt;br /&gt;
|squadvalue=100&lt;br /&gt;
|lore=Born from flower buds blossoming in mana‑rich places, Pixies are mischievous beings who cherish free will and playfulness over laws or others’ well‑being. Though akin to faeries, they pledge loyalty to none, following only those who promise them excitement.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Pure Resistance&amp;lt;/span&amp;gt;: Immune to all Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Peasant=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Peasant&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Peasant.png&lt;br /&gt;
|tier=2 &lt;br /&gt;
|attack=1&lt;br /&gt;
|defence=1&lt;br /&gt;
|damage=1~1&lt;br /&gt;
|health=5&lt;br /&gt;
|speed=1&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=150&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=32&lt;br /&gt;
|exp=15&lt;br /&gt;
|squadvalue=150&lt;br /&gt;
|lore=The backbone of every kingdom’s economy, peasants work the fields and pay taxes. Just don’t ask if they voted for you.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Taxpayer&amp;lt;/span&amp;gt;: At the beginning of the day, grants 10  Gold per creature in its army.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Beloved Piglet&amp;lt;/span&amp;gt;: Loves his pet so much that he can’t live without it... normally.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Ghoul=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Ghoul&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Ghoul.png&lt;br /&gt;
|tier=2 &lt;br /&gt;
|attack=9&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=4~7&lt;br /&gt;
|health=20&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Undead&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=200&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=0&lt;br /&gt;
|squadvalue=1&lt;br /&gt;
|lore=I’ve heard it’s actually the grief from the loss of his lovely piglet that made him like this.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Enraged&amp;lt;/span&amp;gt;: At the beginning of each round, enhances himself, increasing his attributes and gaining 2 minimum and maximum Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Halfling=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Halfling&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Halfling.png&lt;br /&gt;
|tier=2 &lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=3~3&lt;br /&gt;
|health=6&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=3&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=150&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=60&lt;br /&gt;
|exp=15&lt;br /&gt;
|squadvalue=150&lt;br /&gt;
|lore=A cheerful and friendly people who are lucky enough to be native to Jadame. Or maybe luck is the only thing that helps them survive here, seeing how they’re neither cruel nor particularly sly.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Duelist&amp;lt;/span&amp;gt;: Receives no penalty in Melee, dealing full Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Prance Away&amp;lt;/span&amp;gt;: Blinks to another hex within its movement range.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Animated Armour=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Animated Armour&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Animated Armour.png&lt;br /&gt;
|tier=3 &lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=8&lt;br /&gt;
|damage=4~12&lt;br /&gt;
|health=25&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=30&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=The armour is just a shell — it’s the vines that are actually living. Infused with pieces of Murmurwood’s mycelium, they have a sort of simple mind and sometimes even personalities, though nigh incomprehensible for ordinary mortals.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Defence III&amp;lt;/span&amp;gt;: Takes -60% Melee Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Defence III&amp;lt;/span&amp;gt;: Takes -60% Ranged Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence III&amp;lt;/span&amp;gt;: Takes -60% Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Groll=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Groll&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Groll.png&lt;br /&gt;
|tier=3 &lt;br /&gt;
|attack=8&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=5~7&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=32&lt;br /&gt;
|exp=30&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=Rock go boom. Stick go crash. Legend says, these unpleasant and easily annoyed creatures were one made from stone by dragons. But could stones ever become so short‑tempered?&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Rrr，Jump!&amp;lt;/span&amp;gt;: Jumps to a hex within a 4‑hex radius and deals basic attack Damage to all adjacent enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Big Rock，Rrr!&amp;lt;/span&amp;gt;: Deals 150% basic attack Damage to the target as Magic Damage, stunning them until next round. The Stunned creature is forced to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Kittenhorn=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Kittenhorn&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Kittenhorn.png&lt;br /&gt;
|tier=4 &lt;br /&gt;
|attack=10&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=10~15&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=3&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=These cute cat‑like creatures are actually ancient. They hail back from the times when crystals had minds and songs could change reality, and carry a bit of those primordial times with themselves still, occasionally driving people insane — be it glee or rage.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Remnant of Mad Times&amp;lt;/span&amp;gt;: When this creature dies, “Berserk” is cast upon its killer. They are forced to attack the nearest creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wheeee&amp;lt;/span&amp;gt;: Gives all friendly creatures +3 Morale. Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Starchild=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Starchild&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Starchild.png&lt;br /&gt;
|tier=4 &lt;br /&gt;
|attack=15&lt;br /&gt;
|defence=11&lt;br /&gt;
|damage=13~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=All four Scholars read the stars, but Naira has always been the closest to them. Her shadows, eerily resembling her, are cast by the stars — or are they? Do they rise from the ground, or are they messengers of the heavens? And if so, what secrets do they hold about our world?&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Starfall&amp;lt;/span&amp;gt;: Select 3 hexes. A star falls to each of them, dealing [15 × amount of units] Magic Damage to target hex and all adjacent creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Primal Remnant=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Primal Remnant&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Primal Remnant.png&lt;br /&gt;
|tier=4 &lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=18&lt;br /&gt;
|damage=12~13&lt;br /&gt;
|health=50&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=Before time, truth, and magic, the world was primal chaos — so say Hksmilla’s followers. Some entities still seem to echo that ancient era.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Emboldening Spores&amp;lt;/span&amp;gt;: Grants itself and all adjacent friendly creatures +20% maximum HP. Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Vegetation Propagation&amp;lt;/span&amp;gt;: Creates an equal Primal Remnant stack on an adjacent hex. It dies upon taking any Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Unicorn=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Unicorn&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Unicorn.png&lt;br /&gt;
|tier=4 &lt;br /&gt;
|attack=16&lt;br /&gt;
|defence=13&lt;br /&gt;
|damage=10~10&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=Unicorns, beings of Light Magic, possess supernatural intelligence and strength. Telepathic and elusive, they dwell in hidden Murmurwood groves, revealing themselves only to the pure of heart. Elves, through centuries of interaction, have sometimes earned their alliance, but unicorns are slow to trust and never forgive betrayal.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Blinding Strike&amp;lt;/span&amp;gt;: Casts “Blind” upon the target, preventing all actions. The effect ends when the target takes Damage.   Duration: 3 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Giant Toad=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Giant Toad&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Giant Toad.png&lt;br /&gt;
|tier=5 &lt;br /&gt;
|attack=19&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=18~18&lt;br /&gt;
|health=95&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=95&lt;br /&gt;
|squadvalue=950&lt;br /&gt;
|lore=The Regnan Archipelago, Daggerwound Islands, Jadame’s Jaws, and countless unnamed isles serve as breeding grounds for giant semi‑aquatic creatures. Grumpy and territorial, they dominate parts of the continent’s coastal zones.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity III&amp;lt;/span&amp;gt;: Immune to tier‑3 or lower spells and creature’s abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Tenderizing Spit&amp;lt;/span&amp;gt;: Upon attacking, poisons the enemy. While Poisoned, the target takes [7 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;: Leaps over 1 hex. Pushes all adjacent creatures away, if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sticky Tongue&amp;lt;/span&amp;gt;: Aims at an adjacent hex and draws a target that stands further in that direction to it.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Faerie Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faerie Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Faerie Dragon.png&lt;br /&gt;
|tier=5 &lt;br /&gt;
|attack=15&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=15~15&lt;br /&gt;
|health=75&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=1000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=95&lt;br /&gt;
|squadvalue=950&lt;br /&gt;
|lore=They may appear sweet and cheerful, but faerie dragons are mischievous tricksters. One of the few creatures attuned to Enroth’s raw magical energies, they wield their power with playful cunning.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity V&amp;lt;/span&amp;gt;: Immune to tier‑5 or lower spells and creature’s abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mana Drinker&amp;lt;/span&amp;gt;: Steals 2 mana from the enemy hero (if present) at the start of its turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bubble of Silence&amp;lt;/span&amp;gt;: Adjacent enemies cannot use abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Nullify&amp;lt;/span&amp;gt;: Dispels all negative and positive effects from the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Banish Summons&amp;lt;/span&amp;gt;: Dispels all summoned creatures and temporary stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Couatl=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Couatl&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Couatl.png&lt;br /&gt;
|tier=6 &lt;br /&gt;
|attack=26&lt;br /&gt;
|defence=19&lt;br /&gt;
|damage=21~28&lt;br /&gt;
|health=95&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=12&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=These feathered serpents oftentimes rely on their sheer power and hail back to older, more primal times — their scales make them highly impervious to spells altering one’s essence.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Pure Resistance&amp;lt;/span&amp;gt;: Immune to all Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Primal Stubbornness&amp;lt;/span&amp;gt;: Negative effects do not stay on this creature longer than {0} round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Dragonslayer=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dragonslayer&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Dragonslayer.png&lt;br /&gt;
|tier=6 &lt;br /&gt;
|attack=24&lt;br /&gt;
|defence=28&lt;br /&gt;
|damage=27~36&lt;br /&gt;
|health=85&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=Dragonkilling is not for the meek — or the sane. It demands risking life and limb against impossible odds. Yet, the lure of glory and riches ensures there are always those desperate or mad enough to try. The rare few who succeed become legends, their names etched into history forever.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon&amp;amp;apos;s Blood&amp;lt;/span&amp;gt;: Until the end of the next round, becomes fully immune to spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dissection&amp;lt;/span&amp;gt;: Wounds the target. Wounded target takes [7 × amount of units] Normal Damage at the start of its turn. This effect is stackable.  Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon hunter&amp;lt;/span&amp;gt;: Deals +100% Damage to Dragons&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Worldwatcher=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Worldwatcher&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Worldwatcher.png&lt;br /&gt;
|tier=6 &lt;br /&gt;
|attack=25&lt;br /&gt;
|defence=25&lt;br /&gt;
|damage=25~25&lt;br /&gt;
|health=75&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Construct&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=These constructs often accompany sentinels — perhaps they are made by them. They claim their mission is simply to observe the world and report to their makers, to see if anything needs to be fixed. But why are simple observers so well‑equipped for battle?&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Duelist&amp;lt;/span&amp;gt;: Receives no penalty in Melee, dealing full Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence IV&amp;lt;/span&amp;gt;: Takes -90% Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Trap: Time Loop&amp;lt;/span&amp;gt;: Places an invisible trap. A ground enemy stack that steps into it is transported back to their starting point and forced to end turn. Duration: 2 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Sentinel of Glory=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Sentinel of Glory&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Sentinel of Glory.png&lt;br /&gt;
|tier=7 &lt;br /&gt;
|attack=40&lt;br /&gt;
|defence=40&lt;br /&gt;
|damage=50~50&lt;br /&gt;
|health=400&lt;br /&gt;
|speed=7&lt;br /&gt;
|initiative=11&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=700&lt;br /&gt;
|squadvalue=7000&lt;br /&gt;
|lore=Formerly allies of the Church of the Sun, sentinels have abandoned it for an unclear reason. The claim is, they are “keepers of balance” — and when the Inquisitors shook it, they chose instead to serve the balance between the four scholars of magic.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Arina&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Dispels all negative effects from this creature and fully restores own HP. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Naira&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Until the end of round, deals +40% Damage and takes –40% Damage. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Doreath&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Hksmilla&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Obsidian Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Obsidian Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Obsidian Dragon.png&lt;br /&gt;
|tier=7 &lt;br /&gt;
|attack=37&lt;br /&gt;
|defence=26&lt;br /&gt;
|damage=60~70&lt;br /&gt;
|health=350&lt;br /&gt;
|speed=10&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=700&lt;br /&gt;
|squadvalue=7000&lt;br /&gt;
|lore=The thing about diplomacy is, someone always hates it. Some dark dragons believe the very concept of Alvar is beneath them — beneath the whole dragon race — and that they should just rule all other peoples on their own, without alliances. For now, this just makes them pariahs.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swift Strike&amp;lt;/span&amp;gt;: Enemies do not counterattack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity IV&amp;lt;/span&amp;gt;: Immune to tier‑4 or lower spells and creature’s abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragonbreath Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and the hex directly behind it. (Cave Dragon, Black Dragon, Ashen Dragon, Obsidian Dragon, Friendly Fire)&lt;br /&gt;
Deals Damage to the target and the hex directly behind it. Additional targets take -50% Damage. (None)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Disdain&amp;lt;/span&amp;gt;: Takes –25% Melee Damage, –50% Long Reach Damage, and –75% Ranged Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Lich Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Lich Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Lich Dragon.png&lt;br /&gt;
|tier=8 &lt;br /&gt;
|attack=66&lt;br /&gt;
|defence=66&lt;br /&gt;
|damage=99~99&lt;br /&gt;
|health=999&lt;br /&gt;
|speed=9&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Undead&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=30000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=3000&lt;br /&gt;
|squadvalue=30000&lt;br /&gt;
|lore=Undead dragons come to existence in places where enormous amounts of necrotic energies radiate close to their resting places. As such, for all the power they have, risen dragons are surprisingly simple and unambitious — more beasts guarding their graveyards than rulers.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence III&amp;lt;/span&amp;gt;: Takes -60% Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Cone Strike&amp;lt;/span&amp;gt;: Deals Damage to the target, the two adjacent hexes to its sides, and the hexes directly behind them. (Lich Dragon)Friendly Fire​: Lich Dragon.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bone Absorption&amp;lt;/span&amp;gt;: Absorbs all corpses at destination and all adjacent hexes. Takes +25% to ability Damage and +25% to HP restored by abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Self‑Reconstruction&amp;lt;/span&amp;gt;: Restores 100% of one dragon’s maximum HP. Revives fallen units. Can create new ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bone Armageddon&amp;lt;/span&amp;gt;: Deals [333 × amount of units] Pure Damage to all other creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Avatar=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Avatar&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Avatar.png&lt;br /&gt;
|tier=8 &lt;br /&gt;
|attack=0&lt;br /&gt;
|defence=0&lt;br /&gt;
|damage=5~5&lt;br /&gt;
|health=50&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=300&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=There is a unique mastery invented by Jadame scholars, an art of expressing one’s soul not through word or song, but directly. The creature cast this way is a uniquely tremulous and powerful Embodiment.&lt;br /&gt;
|abilities=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Grove_Units&amp;diff=402</id>
		<title>Grove Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Grove_Units&amp;diff=402"/>
		<updated>2025-10-21T08:46:49Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: Created page with &amp;quot;&amp;lt;tabber&amp;gt; |-|Faun= {{Neutral Unit Table |name=Faun |screenshot=Ss_troop_Sylvan_Faun.png |tier=1 Basic |attack=4 |defence=3 |damage=3~4 |health=12 |speed=2 |initiative=5 |morale=0 |moralerange=-5~5 |luck=0 |luckrange=-3~3 |type=Living |attackstyle=Ranged Attack |movement=Normal |gold=105 |mercury= |gem= |crystal= |attackstyle=Ranged Attack |growth=12 |exp=9 |squadvalue=90 |lore=The fauns of Murmurwoods remain a mystery to most outsiders. They shun complex tools, instead em...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Faun=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun.png&lt;br /&gt;
|tier=1 Basic&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~4&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=2&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=105&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=9&lt;br /&gt;
|squadvalue=90&lt;br /&gt;
|lore=The fauns of Murmurwoods remain a mystery to most outsiders. They shun complex tools, instead embracing symbiosis with the forest — trusting that the Mycelium will provide everything they need.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun Archer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun Archer.png&lt;br /&gt;
|tier=1 Upgraded&lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~4&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=140&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=11&lt;br /&gt;
|squadvalue=116&lt;br /&gt;
|lore=In the dense forest of Murmurwoods, silence reigns, and long‑range weaponry that doesn’t startle dominates. The fauns understand this well, using bows to hunt for food and deal with unwelcome visitors. It is strongly advised to be their guest, not their target.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faun Warrior&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Faun Warrior.png&lt;br /&gt;
|tier=1 Alternate&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=4~5&lt;br /&gt;
|health=12&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=7&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=140&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=12&lt;br /&gt;
|exp=11&lt;br /&gt;
|squadvalue=116&lt;br /&gt;
|lore=For some fauns, all outsiders are enemies and unworthy of a quick death. They charge into battle driven by a single emotion: fury.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Parry&amp;lt;/span&amp;gt;: Counterattacks before the enemy’s attack lands.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Nature&amp;amp;apos;s Fury&amp;lt;/span&amp;gt;: Deals +2 Damage and increases Speed by 2 until the end of the round.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Hoplet=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Hoplet.png&lt;br /&gt;
|tier=2 Basic&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=1&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=1&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=135&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=12&lt;br /&gt;
|squadvalue=126&lt;br /&gt;
|lore=The ecosystem of Murmurwoods is steeped in raw magic, flowing through Enroth. At times, it imbues the most unexpected creatures, resulting in a unique cross of fireflies and common hops.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leeching Hop&amp;lt;/span&amp;gt;: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dawn Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Dawn Hoplet.png&lt;br /&gt;
|tier=2 Upgraded&lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=3&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=1&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=2&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=180&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=16&lt;br /&gt;
|squadvalue=169&lt;br /&gt;
|lore=Some scholars with a keen interest in botany claim that hops are known for releasing a strong, mind‑clearing aroma at dawn. It stands to reason, that these little creatures would mimic such a behaviour, blending both nature’s gift and their mystical influence.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swift Strike&amp;lt;/span&amp;gt;: Enemies do not counterattack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Morning Dew&amp;lt;/span&amp;gt;: Generates 1 Focus Charge(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dusk Hoplet&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Dusk Hoplet.png&lt;br /&gt;
|tier=2 Alternate&lt;br /&gt;
|attack=5&lt;br /&gt;
|defence=5&lt;br /&gt;
|damage=3~6&lt;br /&gt;
|health=18&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=2&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=1&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=180&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=9&lt;br /&gt;
|exp=16&lt;br /&gt;
|squadvalue=169&lt;br /&gt;
|lore=Whenever nature and magic interwine, 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.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Core&amp;lt;/span&amp;gt;: Upon death, this creature increases its hero’s Spell Power by 1 until the end of the battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leeching Hop&amp;lt;/span&amp;gt;: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bloom&amp;lt;/span&amp;gt;: Increases this creature’s hero’s Spell Power by 3 until the end of round.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Vine Iriyad=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Vine Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Vine Iriyad.png&lt;br /&gt;
|tier=3 Basic&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=4~8&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=2&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=215&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=21&lt;br /&gt;
|squadvalue=215&lt;br /&gt;
|lore=Betwixt two realms, the Mycelium is a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of Murmurwoods to take forms. Vine iriyads are the earthkin’s preferred vessels for exploration.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Fungal Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Fungal Iriyad.png&lt;br /&gt;
|tier=3 Upgraded&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=4~8&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=31&lt;br /&gt;
|squadvalue=311&lt;br /&gt;
|lore=Elementalists say that each element has two aspects. The first aspect of earth is that of nourishing soil, roots and foliage. Dendroids, treants and their kin are formidable yet protective, guardians of balance and peace.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Living Cover&amp;lt;/span&amp;gt;: Adjacent friendly creatures always take minimal Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Stoneheart&amp;lt;/span&amp;gt;: Leaves a stone obstacle after death. It is destroyed after taking Damage 3 times.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Unrelenting Stone&amp;lt;/span&amp;gt;: Turns this creature’s Attack into additional Defence until the end of the round. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Crystal Iriyad&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Crystal Iriyad.png&lt;br /&gt;
|tier=3 Alternate&lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=8&lt;br /&gt;
|damage=5~7&lt;br /&gt;
|health=45&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=2&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=6&lt;br /&gt;
|exp=31&lt;br /&gt;
|squadvalue=311&lt;br /&gt;
|lore=Elementalists say that each element has two aspects. The second aspect of earth is its stubborn, proud, and unyielding nature — stone. Fierce and unrelenting, to come across a crystal iriyad means facing resistance to change and an unavoidable delay, as they are fiercely territorial.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Earth&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Crystal Thorns&amp;lt;/span&amp;gt;: Whenever an enemy attacks this creature in Melee, 1 unit(s) from the attacking stack die. Works on creatures up to tier 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Earth II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Earthshatter&amp;lt;/span&amp;gt;: All enemies within a 2‑hex radius can only attack this creature until the end of the round.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Aqualotl=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Aqualotl.png&lt;br /&gt;
|tier=4 Basic&lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=10~12&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=370&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=39&lt;br /&gt;
|squadvalue=394&lt;br /&gt;
|lore=Betwixt two realms, the Mycelium is a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of Murmurwoods to take forms. Waterkin often choose the shape of aqualotls — spry, elusive, and ever‑shifting, much like the element they embody.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Blooming Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Blooming Aqualotl.png&lt;br /&gt;
|tier=4 Upgraded&lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=14~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=510&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=56&lt;br /&gt;
|squadvalue=565&lt;br /&gt;
|lore=To most in Jadame, water is both the source of life and the veil of oblivion — a hand soothed in water forgets its scratch, and a leap over a stream lifts one’s gloom. To a blooming aqualotl, it is a pure joy to take such worries away.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Rivulet Retreat&amp;lt;/span&amp;gt;: Blinks to any hex within 4‑hex range. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Polar Aqualotl&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Polar Aqualotl.png&lt;br /&gt;
|tier=4 Alternate&lt;br /&gt;
|attack=13&lt;br /&gt;
|defence=9&lt;br /&gt;
|damage=14~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=7&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=510&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=56&lt;br /&gt;
|squadvalue=565&lt;br /&gt;
|lore=Water brings life, but it can just as easily take it away. Cold, cruel and unyielding, a single shard of ice can spell the doom of a nation. To a polar aqualotl, only those who survive the winter deserve to endure.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Water&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Icy Veins&amp;lt;/span&amp;gt;: Prevents the target from restoring HP by any means until the end of the round.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Water II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Whirlpool&amp;lt;/span&amp;gt;: Confuses the target. While Confused, their Speed and Initiative reduce by 2. Duration: 3 round(s). Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Herbomancer=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Herbomancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Herbomancer.png&lt;br /&gt;
|tier=5 Basic&lt;br /&gt;
|attack=12&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=14~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=620&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=70&lt;br /&gt;
|squadvalue=709&lt;br /&gt;
|lore=Deep in the woods dwell those, who venerate nature in all its forms. Blessed as its stewards, herbomancers are the envoys of the Mycelium, sent across Jadame to safeguard the natural order. Many seek them to grasp the magical flow of Enroth.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swarm of Bees&amp;lt;/span&amp;gt;: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Sporemancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Sporemancer.png&lt;br /&gt;
|tier=5 Upgraded&lt;br /&gt;
|attack=16&lt;br /&gt;
|defence=19&lt;br /&gt;
|damage=14~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=880&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=107&lt;br /&gt;
|squadvalue=1070&lt;br /&gt;
|lore=All life in Murmurwoods is interconnected. Those who understand this best become sporemancers — elder mancers who nurture the forest, guide the elementals that dwell within it, and uphold delicate balance of nature.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swarm of Bees&amp;lt;/span&amp;gt;: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Protective Roots&amp;lt;/span&amp;gt;: Makes the friendly creature immune to Magic Damage. Duration: 1 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Murmurmancer&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Murmurmancer.png&lt;br /&gt;
|tier=5 Alternate&lt;br /&gt;
|attack=12&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=17~17&lt;br /&gt;
|health=65&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=880&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Long Reach&lt;br /&gt;
|growth=3&lt;br /&gt;
|exp=107&lt;br /&gt;
|squadvalue=1070&lt;br /&gt;
|lore=Some mancers believe that merely guiding the Mycelium is not enough — its protection must come first. Viewing outsiders as a constant threat, they weave their frustration into their magic, making their spells wildly unpredictable and dangerously volatile.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mushroom Magic&amp;lt;/span&amp;gt;: Reduces the mana cost of the hero’s spells by 1 / 2. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack; only the strongest one is active.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Power of Murmurs&amp;lt;/span&amp;gt;: Increases the hero’s spell level by 1. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Shroomsong&amp;lt;/span&amp;gt;: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.Murmurmancer: 8 Mana.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Echoes of Murmurwoods&amp;lt;/span&amp;gt;: Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.The restriction of not reusing the same school of magic per turn is excluded.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Qilin=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Qilin.png&lt;br /&gt;
|tier=6 Basic&lt;br /&gt;
|attack=22&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=25~33&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=159&lt;br /&gt;
|squadvalue=1591&lt;br /&gt;
|lore=Free and ever‑present, the element of air takes many forms — the wind that carries a child’s laughter, the gust of smoke in battle, the breeze that steals a widow’s scarf. Qilins embody all that such zephyrs represent — swift, graceful and ephemeral.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Thunder Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Thunder Qilin.png&lt;br /&gt;
|tier=6 Upgraded&lt;br /&gt;
|attack=22&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=28~36&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=7&lt;br /&gt;
|initiative=11&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=2000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=251&lt;br /&gt;
|squadvalue=2519&lt;br /&gt;
|lore=When the very first war came to Murmurwoods, its echoes tore through the land — the sky split in two, and the fury of the elements was unleashed. Thunder Qilins are lightning made flesh, striking down those who dare intrude.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Cloud Nine&amp;lt;/span&amp;gt;: At the beginning of each round, generates 1 Focus Point(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Thunderstrike&amp;lt;/span&amp;gt;: Converts this creature’s Defence into additional Attack until the end of the round. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ball Lightning&amp;lt;/span&amp;gt;: Blinks to any hex. Deals [25 × amount of units] Magic Damage to all creatures adjacent to the destination hex. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Mist Qilin&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Mist Qilin.png&lt;br /&gt;
|tier=6 Alternate&lt;br /&gt;
|attack=24&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=28~36&lt;br /&gt;
|health=135&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=13&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=2000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=253&lt;br /&gt;
|squadvalue=2530&lt;br /&gt;
|lore=Guests of the druids and elementalists in Murmurwoods may be fortunate enough to encounter a Mist Qilin. Gentle and carefree like a drifting breeze, they serve as a reminder that Jadame will always be a land of wonders and adventure.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Air&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Lightning Fast&amp;lt;/span&amp;gt;: This creature is immune to all effects that restrict movement.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Scintillating Scales&amp;lt;/span&amp;gt;: Deals +50% Magic Damage. This effect &amp;lt;b&amp;gt;does not&amp;lt;/b&amp;gt; stack.Adjacent enemy take +50% magic damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Air II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mist Form&amp;lt;/span&amp;gt;: Ignores obstacles and takes –25% Damage until the end of the round. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Phoenix=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Phoenix.png&lt;br /&gt;
|tier=7 Basic&lt;br /&gt;
|attack=28&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=200&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=14&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=2700&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=1&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=448&lt;br /&gt;
|squadvalue=4481&lt;br /&gt;
|lore=Phoenixes are not native to Jadame but travellers who entered the land willingly. Nesting deep within the forest, they display remarkable intelligence. It is said that a single spark of flame is enough to bring them back to life.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire I&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Flaming Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Flaming Phoenix.png&lt;br /&gt;
|tier=7 Upgraded&lt;br /&gt;
|attack=32&lt;br /&gt;
|defence=24&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=300&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=18&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=2&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=779&lt;br /&gt;
|squadvalue=7797&lt;br /&gt;
|lore=Out of all elements, fire is the most demanding — it can bring hope as easily as it can reduce everything to ash. A blazing phoenix signals a new chick in the nest, but it also makes them fiercely territorial.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Immortal&amp;lt;/span&amp;gt;: Leaves a pile of ash upon death. At the start of next round, [1 + of the original units in the stack 50%] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Heatwave&amp;lt;/span&amp;gt;: Dispels all negative effects from friendly creatures and all positive effects from enemies. Can only be used after “Awaken”.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Energy Phoenix&lt;br /&gt;
|screenshot=Ss_troop_Sylvan_Energy Phoenix.png&lt;br /&gt;
|tier=7 Alternate&lt;br /&gt;
|attack=28&lt;br /&gt;
|defence=34&lt;br /&gt;
|damage=45~70&lt;br /&gt;
|health=250&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=16&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=2&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=1&lt;br /&gt;
|exp=779&lt;br /&gt;
|squadvalue=7797&lt;br /&gt;
|lore=As phoenixes age, the heat around them intensifies. In time, they grow cautious, their flames shifting to a brilliant blue, radiating raw energy. To a scholar, they are a marvel — a sentient supernova on the brink of eruption.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sweeping Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and two adjacent hexes to its sides. (Phoenix, Ferocious Ra&amp;amp;apos;Shoth, Hydra)&lt;br /&gt;
Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage. (None)No Friendly Fire​: Ferocious Ra&amp;amp;apos;Shoth, Hydra. Friendly Fire​: Phoenix.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment of Fire&amp;lt;/span&amp;gt;: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Eternal Flame&amp;lt;/span&amp;gt;: Restors 25% of HP lost since the start of battle at the start of its every turn. Can revive fallen units.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Awaken: Fire II&amp;lt;/span&amp;gt;: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Supernova&amp;lt;/span&amp;gt;: Deals [50 × amount of units] Magic Damage to all enemies within 2 hexes. Sets all targets on fire. While Burning, each target takes [50 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Neutral_Units&amp;diff=401</id>
		<title>Neutral Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Neutral_Units&amp;diff=401"/>
		<updated>2025-10-21T08:35:09Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Pixie=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Pixie&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Pixie.png&lt;br /&gt;
|tier=1 &lt;br /&gt;
|attack=2&lt;br /&gt;
|defence=2&lt;br /&gt;
|damage=2~2&lt;br /&gt;
|health=6&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=100&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=60&lt;br /&gt;
|exp=10&lt;br /&gt;
|squadvalue=100&lt;br /&gt;
|lore=Born from flower buds blossoming in mana‑rich places, Pixies are mischievous beings who cherish free will and playfulness over laws or others’ well‑being. Though akin to faeries, they pledge loyalty to none, following only those who promise them excitement.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Creature&amp;lt;/span&amp;gt;: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Flying&amp;lt;/span&amp;gt;: Movement ignores obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Pure Resistance&amp;lt;/span&amp;gt;: Immune to all Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Peasant=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Peasant&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Peasant.png&lt;br /&gt;
|tier=2 &lt;br /&gt;
|attack=1&lt;br /&gt;
|defence=1&lt;br /&gt;
|damage=1~1&lt;br /&gt;
|health=5&lt;br /&gt;
|speed=1&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=150&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=32&lt;br /&gt;
|exp=15&lt;br /&gt;
|squadvalue=150&lt;br /&gt;
|lore=The backbone of every kingdom’s economy, peasants work the fields and pay taxes. Just don’t ask if they voted for you.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Living&amp;lt;/span&amp;gt;: A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Taxpayer&amp;lt;/span&amp;gt;: At the beginning of the day, grants 10  Gold per creature in its army.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Beloved Piglet&amp;lt;/span&amp;gt;: Loves his pet so much that he can’t live without it... normally.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Ghoul=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Ghoul&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Ghoul.png&lt;br /&gt;
|tier=2 &lt;br /&gt;
|attack=9&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=4~7&lt;br /&gt;
|health=20&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Undead&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=200&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=0&lt;br /&gt;
|squadvalue=1&lt;br /&gt;
|lore=I’ve heard it’s actually the grief from the loss of his lovely piglet that made him like this.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Undead&amp;lt;/span&amp;gt;: A creature or person whose life has been prolonged by unholy means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.Undead are included in the current version&amp;amp;apos;s Necromancy calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Enraged&amp;lt;/span&amp;gt;: At the beginning of each round, enhances himself, increasing his attributes and gaining 2 minimum and maximum Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Halfling=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Halfling&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Halfling.png&lt;br /&gt;
|tier=2 &lt;br /&gt;
|attack=6&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=3~3&lt;br /&gt;
|health=6&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=3&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=150&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=60&lt;br /&gt;
|exp=15&lt;br /&gt;
|squadvalue=150&lt;br /&gt;
|lore=A cheerful and friendly people who are lucky enough to be native to Jadame. Or maybe luck is the only thing that helps them survive here, seeing how they’re neither cruel nor particularly sly.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Living&amp;lt;/span&amp;gt;: A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attack&amp;lt;/span&amp;gt;: Can attack enemies at any range. Is replaced with a Melee Attack if an enemy is adjacent. –50% Melee Damage. If the target is 3+ hexes away, deals –10% Damage per hex (up to –50%).There is no ammo system.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Duelist&amp;lt;/span&amp;gt;: Receives no penalty in Melee, dealing full Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Prance Away&amp;lt;/span&amp;gt;: Blinks to another hex within its movement range.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Animated Armour=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Animated Armour&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Animated Armour.png&lt;br /&gt;
|tier=3 &lt;br /&gt;
|attack=4&lt;br /&gt;
|defence=8&lt;br /&gt;
|damage=4~12&lt;br /&gt;
|health=25&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=30&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=The armour is just a shell — it’s the vines that are actually living. Infused with pieces of Murmurwood’s mycelium, they have a sort of simple mind and sometimes even personalities, though nigh incomprehensible for ordinary mortals.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment&amp;lt;/span&amp;gt;: A spirit, soul, or other intangible power that coalesced into material form. Morale range: –3 to 3. Luck range: –3 to 3. Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.Embodiment are included in the current version&amp;amp;apos;s Necromancy calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Defence III&amp;lt;/span&amp;gt;: Takes -60% Melee Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Defence III&amp;lt;/span&amp;gt;: Takes -60% Ranged Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence III&amp;lt;/span&amp;gt;: Takes -60% Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Groll=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Groll&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Groll.png&lt;br /&gt;
|tier=3 &lt;br /&gt;
|attack=8&lt;br /&gt;
|defence=6&lt;br /&gt;
|damage=5~7&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=32&lt;br /&gt;
|exp=30&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=Rock go boom. Stick go crash. Legend says, these unpleasant and easily annoyed creatures were one made from stone by dragons. But could stones ever become so short‑tempered?&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Living&amp;lt;/span&amp;gt;: A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Rrr，Jump!&amp;lt;/span&amp;gt;: Jumps to a hex within a 4‑hex radius and deals basic attack Damage to all adjacent enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Big Rock，Rrr!&amp;lt;/span&amp;gt;: Deals 150% basic attack Damage to the target as Magic Damage, stunning them until next round. The Stunned creature is forced to pass.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Kittenhorn=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Kittenhorn&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Kittenhorn.png&lt;br /&gt;
|tier=4 &lt;br /&gt;
|attack=10&lt;br /&gt;
|defence=10&lt;br /&gt;
|damage=10~15&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=3&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=3&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=These cute cat‑like creatures are actually ancient. They hail back from the times when crystals had minds and songs could change reality, and carry a bit of those primordial times with themselves still, occasionally driving people insane — be it glee or rage.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Creature&amp;lt;/span&amp;gt;: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Flying&amp;lt;/span&amp;gt;: Movement ignores obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Remnant of Mad Times&amp;lt;/span&amp;gt;: When this creature dies, “Berserk” is cast upon its killer. They are forced to attack the nearest creature.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Wheeee&amp;lt;/span&amp;gt;: Gives all friendly creatures +3 Morale. Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Starchild=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Starchild&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Starchild.png&lt;br /&gt;
|tier=4 &lt;br /&gt;
|attack=15&lt;br /&gt;
|defence=11&lt;br /&gt;
|damage=13~16&lt;br /&gt;
|health=35&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=16&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=All four Scholars read the stars, but Naira has always been the closest to them. Her shadows, eerily resembling her, are cast by the stars — or are they? Do they rise from the ground, or are they messengers of the heavens? And if so, what secrets do they hold about our world?&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment&amp;lt;/span&amp;gt;: A spirit, soul, or other intangible power that coalesced into material form. Morale range: –3 to 3. Luck range: –3 to 3. Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.Embodiment are included in the current version&amp;amp;apos;s Necromancy calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attack&amp;lt;/span&amp;gt;: Can attack enemies at any range. Is replaced with a Melee Attack if an enemy is adjacent. –50% Melee Damage. If the target is 3+ hexes away, deals –10% Damage per hex (up to –50%).There is no ammo system.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Blink&amp;lt;/span&amp;gt;: Instead of normal movement, teleports ignoring obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Area Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and all hexes around it. (Pestilent Lich, Pyroboros, Starchild) (Lich and Pyroboros can target open hex when shooting)&lt;br /&gt;
Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.(Iriyad, Abyssal Overseer)No Friendly Fire​: Iriyad&amp;amp;apos;s attack, Pyroboros, Abyssal Overseer. Friendly Fire​: Pestilent Lich, Starchild, ​Iriyad&amp;amp;apos;s Counterattack​.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Starfall&amp;lt;/span&amp;gt;: Select 3 hexes. A star falls to each of them, dealing [15 × amount of units] Magic Damage to target hex and all adjacent creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Primal Remnant=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Primal Remnant&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Primal Remnant.png&lt;br /&gt;
|tier=4 &lt;br /&gt;
|attack=11&lt;br /&gt;
|defence=18&lt;br /&gt;
|damage=12~13&lt;br /&gt;
|health=50&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=6&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Embodiment&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=Before time, truth, and magic, the world was primal chaos — so say Hksmilla’s followers. Some entities still seem to echo that ancient era.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Embodiment&amp;lt;/span&amp;gt;: A spirit, soul, or other intangible power that coalesced into material form. Morale range: –3 to 3. Luck range: –3 to 3. Fallen Embodiments do NOT count towards the power of Necromancy reanimation after battle.Embodiment are included in the current version&amp;amp;apos;s Necromancy calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Emboldening Spores&amp;lt;/span&amp;gt;: Grants itself and all adjacent friendly creatures +20% maximum HP. Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Vegetation Propagation&amp;lt;/span&amp;gt;: Creates an equal Primal Remnant stack on an adjacent hex. It dies upon taking any Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Unicorn=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Unicorn&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Unicorn.png&lt;br /&gt;
|tier=4 &lt;br /&gt;
|attack=16&lt;br /&gt;
|defence=13&lt;br /&gt;
|damage=10~10&lt;br /&gt;
|health=40&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=60&lt;br /&gt;
|squadvalue=600&lt;br /&gt;
|lore=Unicorns, beings of Light Magic, possess supernatural intelligence and strength. Telepathic and elusive, they dwell in hidden Murmurwood groves, revealing themselves only to the pure of heart. Elves, through centuries of interaction, have sometimes earned their alliance, but unicorns are slow to trust and never forgive betrayal.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Creature&amp;lt;/span&amp;gt;: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Blinding Strike&amp;lt;/span&amp;gt;: Casts “Blind” upon the target, preventing all actions. The effect ends when the target takes Damage.   Duration: 3 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Giant Toad=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Giant Toad&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Giant Toad.png&lt;br /&gt;
|tier=5 &lt;br /&gt;
|attack=19&lt;br /&gt;
|defence=22&lt;br /&gt;
|damage=18~18&lt;br /&gt;
|health=95&lt;br /&gt;
|speed=4&lt;br /&gt;
|initiative=8&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=95&lt;br /&gt;
|squadvalue=950&lt;br /&gt;
|lore=The Regnan Archipelago, Daggerwound Islands, Jadame’s Jaws, and countless unnamed isles serve as breeding grounds for giant semi‑aquatic creatures. Grumpy and territorial, they dominate parts of the continent’s coastal zones.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon&amp;lt;/span&amp;gt;: A powerful ancient creature, often intelligent and imbued with wondrous magic. Morale range: 0 to 5. Luck range: 0 to 3. Fallen Dragons count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity III&amp;lt;/span&amp;gt;: Immune to tier‑3 or lower spells and creature’s abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Tenderizing Spit&amp;lt;/span&amp;gt;: Upon attacking, poisons the enemy. While Poisoned, the target takes [7 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Leap&amp;lt;/span&amp;gt;: Leaps over 1 hex. Pushes all adjacent creatures away, if possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sticky Tongue&amp;lt;/span&amp;gt;: Aims at an adjacent hex and draws a target that stands further in that direction to it.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Faerie Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Faerie Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Faerie Dragon.png&lt;br /&gt;
|tier=5 &lt;br /&gt;
|attack=15&lt;br /&gt;
|defence=15&lt;br /&gt;
|damage=15~15&lt;br /&gt;
|health=75&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=1000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=95&lt;br /&gt;
|squadvalue=950&lt;br /&gt;
|lore=They may appear sweet and cheerful, but faerie dragons are mischievous tricksters. One of the few creatures attuned to Enroth’s raw magical energies, they wield their power with playful cunning.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon&amp;lt;/span&amp;gt;: A powerful ancient creature, often intelligent and imbued with wondrous magic. Morale range: 0 to 5. Luck range: 0 to 3. Fallen Dragons count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Blink&amp;lt;/span&amp;gt;: Instead of normal movement, teleports ignoring obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity V&amp;lt;/span&amp;gt;: Immune to tier‑5 or lower spells and creature’s abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Mana Drinker&amp;lt;/span&amp;gt;: Steals 2 mana from the enemy hero (if present) at the start of its turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bubble of Silence&amp;lt;/span&amp;gt;: Adjacent enemies cannot use abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Nullify&amp;lt;/span&amp;gt;: Dispels all negative and positive effects from the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Banish Summons&amp;lt;/span&amp;gt;: Dispels all summoned creatures and temporary stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Couatl=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Couatl&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Couatl.png&lt;br /&gt;
|tier=6 &lt;br /&gt;
|attack=26&lt;br /&gt;
|defence=19&lt;br /&gt;
|damage=21~28&lt;br /&gt;
|health=95&lt;br /&gt;
|speed=8&lt;br /&gt;
|initiative=12&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=These feathered serpents oftentimes rely on their sheer power and hail back to older, more primal times — their scales make them highly impervious to spells altering one’s essence.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Creature&amp;lt;/span&amp;gt;: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Flying&amp;lt;/span&amp;gt;: Movement ignores obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Pure Resistance&amp;lt;/span&amp;gt;: Immune to all Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Primal Stubbornness&amp;lt;/span&amp;gt;: Negative effects do not stay on this creature longer than {0} round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Dragonslayer=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Dragonslayer&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Dragonslayer.png&lt;br /&gt;
|tier=6 &lt;br /&gt;
|attack=24&lt;br /&gt;
|defence=28&lt;br /&gt;
|damage=27~36&lt;br /&gt;
|health=85&lt;br /&gt;
|speed=6&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-5~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-3~3&lt;br /&gt;
|type=Living&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=8&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=Dragonkilling is not for the meek — or the sane. It demands risking life and limb against impossible odds. Yet, the lure of glory and riches ensures there are always those desperate or mad enough to try. The rare few who succeed become legends, their names etched into history forever.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Living&amp;lt;/span&amp;gt;: A fully sentient inhabitant of Jadame. Morale range: –5 to 5. Luck range: –3 to 3. Fallen Living creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon&amp;amp;apos;s Blood&amp;lt;/span&amp;gt;: Until the end of the next round, becomes fully immune to spells.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dissection&amp;lt;/span&amp;gt;: Wounds the target. Wounded target takes [7 × amount of units] Normal Damage at the start of its turn. This effect is stackable.  Duration: 2 round(s).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon hunter&amp;lt;/span&amp;gt;: Deals +100% Damage to Dragons&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Worldwatcher=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Worldwatcher&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Worldwatcher.png&lt;br /&gt;
|tier=6 &lt;br /&gt;
|attack=25&lt;br /&gt;
|defence=25&lt;br /&gt;
|damage=25~25&lt;br /&gt;
|health=75&lt;br /&gt;
|speed=3&lt;br /&gt;
|initiative=10&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Construct&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|movement=Normal&lt;br /&gt;
|gold=1600&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Ranged Attack&lt;br /&gt;
|growth=4&lt;br /&gt;
|exp=185&lt;br /&gt;
|squadvalue=1850&lt;br /&gt;
|lore=These constructs often accompany sentinels — perhaps they are made by them. They claim their mission is simply to observe the world and report to their makers, to see if anything needs to be fixed. But why are simple observers so well‑equipped for battle?&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Construct&amp;lt;/span&amp;gt;: A thing reanimated with magic or other means. Morale: Always neutral. Luck: Always neutral. Fallen Constructs do NOT count towards the power of Necromancy reanimation after battle.Construct are included in the current version&amp;amp;apos;s Necromancy calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Ranged Attack&amp;lt;/span&amp;gt;: Can attack enemies at any range. Is replaced with a Melee Attack if an enemy is adjacent. –50% Melee Damage. If the target is 3+ hexes away, deals –10% Damage per hex (up to –50%).There is no ammo system.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Duelist&amp;lt;/span&amp;gt;: Receives no penalty in Melee, dealing full Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Sharpshooter&amp;lt;/span&amp;gt;: Deals full Ranged Damage at any range.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence IV&amp;lt;/span&amp;gt;: Takes -90% Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Trap: Time Loop&amp;lt;/span&amp;gt;: Places an invisible trap. A ground enemy stack that steps into it is transported back to their starting point and forced to end turn. Duration: 2 rounds.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Sentinel of Glory=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Sentinel of Glory&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Sentinel of Glory.png&lt;br /&gt;
|tier=7 &lt;br /&gt;
|attack=40&lt;br /&gt;
|defence=40&lt;br /&gt;
|damage=50~50&lt;br /&gt;
|health=400&lt;br /&gt;
|speed=7&lt;br /&gt;
|initiative=11&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=700&lt;br /&gt;
|squadvalue=7000&lt;br /&gt;
|lore=Formerly allies of the Church of the Sun, sentinels have abandoned it for an unclear reason. The claim is, they are “keepers of balance” — and when the Inquisitors shook it, they chose instead to serve the balance between the four scholars of magic.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Creature&amp;lt;/span&amp;gt;: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Flying&amp;lt;/span&amp;gt;: Movement ignores obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Arina&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Dispels all negative effects from this creature and fully restores own HP. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Naira&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Until the end of round, deals +40% Damage and takes –40% Damage. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Doreath&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Blinks to any hex and deals its basic attack as Pure Damage to all adjacent enemies. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Hksmilla&amp;amp;apos;s Way&amp;lt;/span&amp;gt;: Gains immunity to Magic Damage and negative effects until the end of the round. Once per battle.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Obsidian Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Obsidian Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Obsidian Dragon.png&lt;br /&gt;
|tier=7 &lt;br /&gt;
|attack=37&lt;br /&gt;
|defence=26&lt;br /&gt;
|damage=60~70&lt;br /&gt;
|health=350&lt;br /&gt;
|speed=10&lt;br /&gt;
|initiative=1&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=0~5&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=0~3&lt;br /&gt;
|type=Dragon&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=4500&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=2&lt;br /&gt;
|exp=700&lt;br /&gt;
|squadvalue=7000&lt;br /&gt;
|lore=The thing about diplomacy is, someone always hates it. Some dark dragons believe the very concept of Alvar is beneath them — beneath the whole dragon race — and that they should just rule all other peoples on their own, without alliances. For now, this just makes them pariahs.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragon&amp;lt;/span&amp;gt;: A powerful ancient creature, often intelligent and imbued with wondrous magic. Morale range: 0 to 5. Luck range: 0 to 3. Fallen Dragons count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Swift Strike&amp;lt;/span&amp;gt;: Enemies do not counterattack.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Flying&amp;lt;/span&amp;gt;: Movement ignores obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Immunity IV&amp;lt;/span&amp;gt;: Immune to tier‑4 or lower spells and creature’s abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Dragonbreath Strike&amp;lt;/span&amp;gt;: Deals Damage to the target and the hex directly behind it. (Cave Dragon, Black Dragon, Ashen Dragon, Obsidian Dragon, Friendly Fire)&lt;br /&gt;
Deals Damage to the target and the hex directly behind it. Additional targets take -50% Damage. (None)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Disdain&amp;lt;/span&amp;gt;: Takes –25% Melee Damage, –50% Long Reach Damage, and –75% Ranged Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Lich Dragon=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Lich Dragon&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Lich Dragon.png&lt;br /&gt;
|tier=8 &lt;br /&gt;
|attack=66&lt;br /&gt;
|defence=66&lt;br /&gt;
|damage=99~99&lt;br /&gt;
|health=999&lt;br /&gt;
|speed=9&lt;br /&gt;
|initiative=9&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Undead&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Flying&lt;br /&gt;
|gold=30000&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=3000&lt;br /&gt;
|squadvalue=30000&lt;br /&gt;
|lore=Undead dragons come to existence in places where enormous amounts of necrotic energies radiate close to their resting places. As such, for all the power they have, risen dragons are surprisingly simple and unambitious — more beasts guarding their graveyards than rulers.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Undead&amp;lt;/span&amp;gt;: A creature or person whose life has been prolonged by unholy means. Morale: Always neutral. Luck range: –5 to 5. Fallen Undead do NOT count towards the power of Necromancy reanimation after battle.Undead are included in the current version&amp;amp;apos;s Necromancy calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Flying&amp;lt;/span&amp;gt;: Movement ignores obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Defence III&amp;lt;/span&amp;gt;: Takes -60% Magic Damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Cone Strike&amp;lt;/span&amp;gt;: Deals Damage to the target, the two adjacent hexes to its sides, and the hexes directly behind them. (Lich Dragon)Friendly Fire​: Lich Dragon.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bone Absorption&amp;lt;/span&amp;gt;: Absorbs all corpses at destination and all adjacent hexes. Takes +25% to ability Damage and +25% to HP restored by abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Self‑Reconstruction&amp;lt;/span&amp;gt;: Restores 100% of one dragon’s maximum HP. Revives fallen units. Can create new ones.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Bone Armageddon&amp;lt;/span&amp;gt;: Deals [333 × amount of units] Pure Damage to all other creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
|-|Avatar=&lt;br /&gt;
{{Neutral Unit Table&lt;br /&gt;
|name=Avatar&lt;br /&gt;
|screenshot=Ss_troop_Neutral_Avatar.png&lt;br /&gt;
|tier=8 &lt;br /&gt;
|attack=0&lt;br /&gt;
|defence=0&lt;br /&gt;
|damage=5~5&lt;br /&gt;
|health=50&lt;br /&gt;
|speed=5&lt;br /&gt;
|initiative=5&lt;br /&gt;
|morale=0&lt;br /&gt;
|moralerange=-3~3&lt;br /&gt;
|luck=0&lt;br /&gt;
|luckrange=-5~5&lt;br /&gt;
|type=Magic Creature&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|movement=Blink&lt;br /&gt;
|gold=300&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=Melee Attack&lt;br /&gt;
|growth=0&lt;br /&gt;
|exp=300&lt;br /&gt;
|squadvalue=300&lt;br /&gt;
|lore=There is a unique mastery invented by Jadame scholars, an art of expressing one’s soul not through word or song, but directly. The creature cast this way is a uniquely tremulous and powerful Embodiment.&lt;br /&gt;
|abilities=&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Magic Creature&amp;lt;/span&amp;gt;: A beast or beast‑like creature. Jadame’s beasts often have fantastical powers. Denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Melee Attack&amp;lt;/span&amp;gt;: Can only attack adjacent enemies. Provokes counterattacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:peru;&amp;quot;&amp;gt;Blink&amp;lt;/span&amp;gt;: Instead of normal movement, teleports ignoring obstacles and traps.&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=400</id>
		<title>Template:Neutral Unit Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=400"/>
		<updated>2025-10-21T08:34:49Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:888px;&amp;quot;&lt;br /&gt;
    | style=&amp;quot;font-size:1.5em;text-align:center;&amp;quot; colspan=&amp;quot;6&amp;quot; |{{{name}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        | rowspan=&amp;quot;8&amp;quot; style=&amp;quot;width:435px;&amp;quot; |[[File:{{{screenshot}}}|419px]]&lt;br /&gt;
        |Attack&lt;br /&gt;
        |[[File:Icon Stats Attack.png|24px|link=Combat#Attack]]&lt;br /&gt;
        |{{{attack}}}&lt;br /&gt;
        |Tier&lt;br /&gt;
        |{{{tier}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Defense&lt;br /&gt;
        |[[File:Icon Stats Defence.png|24px|link=Combat#Defense]]&lt;br /&gt;
        |{{{defence}}}&lt;br /&gt;
        |Species&lt;br /&gt;
        |{{{type}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Damage&lt;br /&gt;
        |[[File:Icon Stats Damage.png|24px|link=Combat#Damage]]&lt;br /&gt;
        |{{{damage}}}&lt;br /&gt;
        |Range&lt;br /&gt;
        |{{{attackstyle}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Health&lt;br /&gt;
        |[[File:Health Icon.png|24px|link=Combat#Health]]&lt;br /&gt;
        |{{{health}}}&lt;br /&gt;
        |Movement&lt;br /&gt;
        |{{{movement}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Speed&lt;br /&gt;
        |[[File:Icon Stats Speed.png|24px|link=Combat#Speed]]&lt;br /&gt;
        |{{{speed}}}&lt;br /&gt;
        | Price&lt;br /&gt;
        | {{#if: {{{gold|}}}| {{#ifeq: {{{gold}}} | 0 | | {{{gold}}} [[File:Icon Resource Gold.png|24px|link=Resources#Gold]] }} }}{{#if: {{{mercury|}}}| {{#ifeq: {{{mercury}}} | 0 | | {{{mercury}}} [[File:Icon Resource Mercury.png|24px|link=Resources#Mercury]] }} }}{{#if: {{{gem|}}}| {{#ifeq: {{{gem}}} | 0 | | {{{gem}}} [[File:Icon Resource GemStone.png|24px|link=Resources#Gem]] }} }}{{#if: {{{crystal|}}}| {{#ifeq: {{{crystal}}} | 0 | | {{{crystal}}} [[File:Icon Resource Crystal.png|24px|link=Resources#Crystal]] }} }}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Initiative&lt;br /&gt;
        |[[File:Icon Stats Initiative.png|24px|link=Combat#Initiative]]&lt;br /&gt;
        |{{{initiative}}}&lt;br /&gt;
        |Growth&lt;br /&gt;
        |{{{growth}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Morale&lt;br /&gt;
        |[[File:Icon Stats Morale.png|24px|link=Combat#Morale]]&lt;br /&gt;
        |{{{morale}}} ({{{moralerange}}})&lt;br /&gt;
        |Experience&lt;br /&gt;
        |{{{exp}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Luck&lt;br /&gt;
        |[[File:Icon Stats Luck.png|24px|link=Combat#Luck]]&lt;br /&gt;
        |{{{luck}}} ({{{luckrange}}})&lt;br /&gt;
        |squadValue&lt;br /&gt;
        |{{{squadvalue}}}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{#tag:p| {{{lore}}} }}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{{abilities}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Neutral Unit Table&lt;br /&gt;
|name=&lt;br /&gt;
|screenshot=&lt;br /&gt;
|tier=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|speed=&lt;br /&gt;
|initiative=&lt;br /&gt;
|morale=&lt;br /&gt;
|moralerange=&lt;br /&gt;
|luck=&lt;br /&gt;
|luckrange=&lt;br /&gt;
|type=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|movement=&lt;br /&gt;
|gold=&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|growth=&lt;br /&gt;
|exp=&lt;br /&gt;
|squadvalue=&lt;br /&gt;
|lore=&lt;br /&gt;
|abilities=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=399</id>
		<title>Template:Neutral Unit Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=399"/>
		<updated>2025-10-21T08:34:01Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:888px;&amp;quot;&lt;br /&gt;
    | style=&amp;quot;font-size:1.5em;text-align:center;&amp;quot; colspan=&amp;quot;6&amp;quot; |{{{name}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        | rowspan=&amp;quot;8&amp;quot; style=&amp;quot;width:475px;&amp;quot; |[[File:{{{screenshot}}}|419px]]&lt;br /&gt;
        |Attack&lt;br /&gt;
        |[[File:Icon Stats Attack.png|24px|link=Combat#Attack]]&lt;br /&gt;
        |{{{attack}}}&lt;br /&gt;
        |Tier&lt;br /&gt;
        |{{{tier}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Defense&lt;br /&gt;
        |[[File:Icon Stats Defence.png|24px|link=Combat#Defense]]&lt;br /&gt;
        |{{{defence}}}&lt;br /&gt;
        |Species&lt;br /&gt;
        |{{{type}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Damage&lt;br /&gt;
        |[[File:Icon Stats Damage.png|24px|link=Combat#Damage]]&lt;br /&gt;
        |{{{damage}}}&lt;br /&gt;
        |Range&lt;br /&gt;
        |{{{attackstyle}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Health&lt;br /&gt;
        |[[File:Health Icon.png|24px|link=Combat#Health]]&lt;br /&gt;
        |{{{health}}}&lt;br /&gt;
        |Movement&lt;br /&gt;
        |{{{movement}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Speed&lt;br /&gt;
        |[[File:Icon Stats Speed.png|24px|link=Combat#Speed]]&lt;br /&gt;
        |{{{speed}}}&lt;br /&gt;
        | Price&lt;br /&gt;
        | {{#if: {{{gold|}}}| {{#ifeq: {{{gold}}} | 0 | | {{{gold}}} [[File:Icon Resource Gold.png|24px|link=Resources#Gold]] }} }}{{#if: {{{mercury|}}}| {{#ifeq: {{{mercury}}} | 0 | | {{{mercury}}} [[File:Icon Resource Mercury.png|24px|link=Resources#Mercury]] }} }}{{#if: {{{gem|}}}| {{#ifeq: {{{gem}}} | 0 | | {{{gem}}} [[File:Icon Resource GemStone.png|24px|link=Resources#Gem]] }} }}{{#if: {{{crystal|}}}| {{#ifeq: {{{crystal}}} | 0 | | {{{crystal}}} [[File:Icon Resource Crystal.png|24px|link=Resources#Crystal]] }} }}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Initiative&lt;br /&gt;
        |[[File:Icon Stats Initiative.png|24px|link=Combat#Initiative]]&lt;br /&gt;
        |{{{initiative}}}&lt;br /&gt;
        |Growth&lt;br /&gt;
        |{{{growth}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Morale&lt;br /&gt;
        |[[File:Icon Stats Morale.png|24px|link=Combat#Morale]]&lt;br /&gt;
        |{{{morale}}} ({{{moralerange}}})&lt;br /&gt;
        |Experience&lt;br /&gt;
        |{{{exp}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Luck&lt;br /&gt;
        |[[File:Icon Stats Luck.png|24px|link=Combat#Luck]]&lt;br /&gt;
        |{{{luck}}} ({{{luckrange}}})&lt;br /&gt;
        |squadValue&lt;br /&gt;
        |{{{squadvalue}}}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{#tag:p| {{{lore}}} }}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{{abilities}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Neutral Unit Table&lt;br /&gt;
|name=&lt;br /&gt;
|screenshot=&lt;br /&gt;
|tier=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|speed=&lt;br /&gt;
|initiative=&lt;br /&gt;
|morale=&lt;br /&gt;
|moralerange=&lt;br /&gt;
|luck=&lt;br /&gt;
|luckrange=&lt;br /&gt;
|type=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|movement=&lt;br /&gt;
|gold=&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|growth=&lt;br /&gt;
|exp=&lt;br /&gt;
|squadvalue=&lt;br /&gt;
|lore=&lt;br /&gt;
|abilities=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=398</id>
		<title>Template:Neutral Unit Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=398"/>
		<updated>2025-10-21T08:28:56Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:888px;&amp;quot;&lt;br /&gt;
    | style=&amp;quot;font-size:1.5em;text-align:center;&amp;quot; colspan=&amp;quot;6&amp;quot; |{{{name}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        | rowspan=&amp;quot;8&amp;quot; |[[File:{{{screenshot}}}|419px]]&lt;br /&gt;
&lt;br /&gt;
        |Attack&lt;br /&gt;
        |[[File:Icon Stats Attack.png|24px|link=Combat#Attack]]&lt;br /&gt;
        |{{{attack}}}&lt;br /&gt;
        |Tier&lt;br /&gt;
        |{{{tier}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Defense&lt;br /&gt;
        |[[File:Icon Stats Defence.png|24px|link=Combat#Defense]]&lt;br /&gt;
        |{{{defence}}}&lt;br /&gt;
        |Species&lt;br /&gt;
        |{{{type}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Damage&lt;br /&gt;
        |[[File:Icon Stats Damage.png|24px|link=Combat#Damage]]&lt;br /&gt;
        |{{{damage}}}&lt;br /&gt;
        |Range&lt;br /&gt;
        |{{{attackstyle}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Health&lt;br /&gt;
        |[[File:Health Icon.png|24px|link=Combat#Health]]&lt;br /&gt;
        |{{{health}}}&lt;br /&gt;
        |Movement&lt;br /&gt;
        |{{{movement}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Speed&lt;br /&gt;
        |[[File:Icon Stats Speed.png|24px|link=Combat#Speed]]&lt;br /&gt;
        |{{{speed}}}&lt;br /&gt;
        | Price&lt;br /&gt;
        | {{#if: {{{gold|}}}| {{#ifeq: {{{gold}}} | 0 | | {{{gold}}} [[File:Icon Resource Gold.png|24px|link=Resources#Gold]] }} }}{{#if: {{{mercury|}}}| {{#ifeq: {{{mercury}}} | 0 | | {{{mercury}}} [[File:Icon Resource Mercury.png|24px|link=Resources#Mercury]] }} }}{{#if: {{{gem|}}}| {{#ifeq: {{{gem}}} | 0 | | {{{gem}}} [[File:Icon Resource GemStone.png|24px|link=Resources#Gem]] }} }}{{#if: {{{crystal|}}}| {{#ifeq: {{{crystal}}} | 0 | | {{{crystal}}} [[File:Icon Resource Crystal.png|24px|link=Resources#Crystal]] }} }}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Initiative&lt;br /&gt;
        |[[File:Icon Stats Initiative.png|24px|link=Combat#Initiative]]&lt;br /&gt;
        |{{{initiative}}}&lt;br /&gt;
        |Growth&lt;br /&gt;
        |{{{growth}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Morale&lt;br /&gt;
        |[[File:Icon Stats Morale.png|24px|link=Combat#Morale]]&lt;br /&gt;
        |{{{morale}}} ({{{moralerange}}})&lt;br /&gt;
        |Experience&lt;br /&gt;
        |{{{exp}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Luck&lt;br /&gt;
        |[[File:Icon Stats Luck.png|24px|link=Combat#Luck]]&lt;br /&gt;
        |{{{luck}}} ({{{luckrange}}})&lt;br /&gt;
        |squadValue&lt;br /&gt;
        |{{{squadvalue}}}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{#tag:p| {{{lore}}} }}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{{abilities}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Neutral Unit Table&lt;br /&gt;
|name=&lt;br /&gt;
|screenshot=&lt;br /&gt;
|tier=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|speed=&lt;br /&gt;
|initiative=&lt;br /&gt;
|morale=&lt;br /&gt;
|moralerange=&lt;br /&gt;
|luck=&lt;br /&gt;
|luckrange=&lt;br /&gt;
|type=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|movement=&lt;br /&gt;
|gold=&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|growth=&lt;br /&gt;
|exp=&lt;br /&gt;
|squadvalue=&lt;br /&gt;
|lore=&lt;br /&gt;
|abilities=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=397</id>
		<title>Template:Neutral Unit Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=397"/>
		<updated>2025-10-21T08:27:41Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:888px;&amp;quot;&lt;br /&gt;
    | style=&amp;quot;font-size:1.5em;text-align:center;&amp;quot; colspan=&amp;quot;6&amp;quot; |{{{name}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        | rowspan=&amp;quot;8&amp;quot; |[[File:{{{screenshot}}}]]&lt;br /&gt;
&lt;br /&gt;
        |Attack&lt;br /&gt;
        |[[File:Icon Stats Attack.png|24px|link=Combat#Attack]]&lt;br /&gt;
        |{{{attack}}}&lt;br /&gt;
        |Tier&lt;br /&gt;
        |{{{tier}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Defense&lt;br /&gt;
        |[[File:Icon Stats Defence.png|24px|link=Combat#Defense]]&lt;br /&gt;
        |{{{defence}}}&lt;br /&gt;
        |Species&lt;br /&gt;
        |{{{type}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Damage&lt;br /&gt;
        |[[File:Icon Stats Damage.png|24px|link=Combat#Damage]]&lt;br /&gt;
        |{{{damage}}}&lt;br /&gt;
        |Range&lt;br /&gt;
        |{{{attackstyle}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Health&lt;br /&gt;
        |[[File:Health Icon.png|24px|link=Combat#Health]]&lt;br /&gt;
        |{{{health}}}&lt;br /&gt;
        |Movement&lt;br /&gt;
        |{{{movement}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Speed&lt;br /&gt;
        |[[File:Icon Stats Speed.png|24px|link=Combat#Speed]]&lt;br /&gt;
        |{{{speed}}}&lt;br /&gt;
        | Price&lt;br /&gt;
        | {{#if: {{{gold|}}}| {{#ifeq: {{{gold}}} | 0 | | {{{gold}}} [[File:Icon Resource Gold.png|24px|link=Resources#Gold]] }} }}{{#if: {{{mercury|}}}| {{#ifeq: {{{mercury}}} | 0 | | {{{mercury}}} [[File:Icon Resource Mercury.png|24px|link=Resources#Mercury]] }} }}{{#if: {{{gem|}}}| {{#ifeq: {{{gem}}} | 0 | | {{{gem}}} [[File:Icon Resource GemStone.png|24px|link=Resources#Gem]] }} }}{{#if: {{{crystal|}}}| {{#ifeq: {{{crystal}}} | 0 | | {{{crystal}}} [[File:Icon Resource Crystal.png|24px|link=Resources#Crystal]] }} }}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Initiative&lt;br /&gt;
        |[[File:Icon Stats Initiative.png|24px|link=Combat#Initiative]]&lt;br /&gt;
        |{{{initiative}}}&lt;br /&gt;
        |Growth&lt;br /&gt;
        |{{{growth}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Morale&lt;br /&gt;
        |[[File:Icon Stats Morale.png|24px|link=Combat#Morale]]&lt;br /&gt;
        |{{{morale}}} ({{{moralerange}}})&lt;br /&gt;
        |Experience&lt;br /&gt;
        |{{{exp}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Luck&lt;br /&gt;
        |[[File:Icon Stats Luck.png|24px|link=Combat#Luck]]&lt;br /&gt;
        |{{{luck}}} ({{{luckrange}}})&lt;br /&gt;
        |squadValue&lt;br /&gt;
        |{{{squadvalue}}}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{#tag:p| {{{lore}}} }}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{{abilities}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Neutral Unit Table&lt;br /&gt;
|name=&lt;br /&gt;
|screenshot=&lt;br /&gt;
|tier=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|speed=&lt;br /&gt;
|initiative=&lt;br /&gt;
|morale=&lt;br /&gt;
|moralerange=&lt;br /&gt;
|luck=&lt;br /&gt;
|luckrange=&lt;br /&gt;
|type=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|movement=&lt;br /&gt;
|gold=&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|growth=&lt;br /&gt;
|exp=&lt;br /&gt;
|squadvalue=&lt;br /&gt;
|lore=&lt;br /&gt;
|abilities=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=396</id>
		<title>Template:Neutral Unit Table</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=Template:Neutral_Unit_Table&amp;diff=396"/>
		<updated>2025-10-21T08:26:48Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:888px;&amp;quot;&lt;br /&gt;
    | style=&amp;quot;font-size:1.5em;text-align:center;&amp;quot; colspan=&amp;quot;6&amp;quot; |{{{name}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        | rowspan=&amp;quot;8&amp;quot; |[[File:{{{screenshot}}}]]&lt;br /&gt;
&lt;br /&gt;
        |Attack&lt;br /&gt;
        |[[File:Icon Stats Attack.png|24px|link=Combat#Attack]]&lt;br /&gt;
        |{{{attack}}}&lt;br /&gt;
        |Tier&lt;br /&gt;
        |{{{tier}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Defense&lt;br /&gt;
        |[[File:Icon Stats Defence.png|24px|link=Combat#Defense]]&lt;br /&gt;
        |{{{defence}}}&lt;br /&gt;
        |Species&lt;br /&gt;
        |{{{type}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Damage&lt;br /&gt;
        |[[File:Icon Stats Damage.png|24px|link=Combat#Damage]]&lt;br /&gt;
        |{{{damage}}}&lt;br /&gt;
        |Range&lt;br /&gt;
        |{{{attackstyle}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Health&lt;br /&gt;
        |[[File:Health Icon.png|24px|link=Combat#Health]]&lt;br /&gt;
        |{{{health}}}&lt;br /&gt;
        |Movement&lt;br /&gt;
        |{{{movement}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Speed&lt;br /&gt;
        |[[File:Icon Stats Speed.png|24px|link=Combat#Speed]]&lt;br /&gt;
        |{{{speed}}}&lt;br /&gt;
        | Price&lt;br /&gt;
        | {{#if: {{{gold|}}}| {{#ifeq: {{{gold}}} | 0 | | {{{gold}}} [[File:Icon Resource Gold.png|24px|link=Resources#Gold]] }} }}&lt;br /&gt;
{{#if: {{{mercury|}}}| {{#ifeq: {{{mercury}}} | 0 | | {{{mercury}}} [[File:Icon Resource Mercury.png|24px|link=Resources#Mercury]] }} }}&lt;br /&gt;
{{#if: {{{gem|}}}| {{#ifeq: {{{gem}}} | 0 | | {{{gem}}} [[File:Icon Resource GemStone.png|24px|link=Resources#Gem]] }} }}&lt;br /&gt;
{{#if: {{{crystal|}}}| {{#ifeq: {{{crystal}}} | 0 | | {{{crystal}}} [[File:Icon Resource Crystal.png|24px|link=Resources#Crystal]] }} }}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Initiative&lt;br /&gt;
        |[[File:Icon Stats Initiative.png|24px|link=Combat#Initiative]]&lt;br /&gt;
        |{{{initiative}}}&lt;br /&gt;
        |Growth&lt;br /&gt;
        |{{{growth}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Morale&lt;br /&gt;
        |[[File:Icon Stats Morale.png|24px|link=Combat#Morale]]&lt;br /&gt;
        |{{{morale}}} ({{{moralerange}}})&lt;br /&gt;
        |Experience&lt;br /&gt;
        |{{{exp}}}&lt;br /&gt;
    |- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
        |Luck&lt;br /&gt;
        |[[File:Icon Stats Luck.png|24px|link=Combat#Luck]]&lt;br /&gt;
        |{{{luck}}} ({{{luckrange}}})&lt;br /&gt;
        |squadValue&lt;br /&gt;
        |{{{squadvalue}}}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{#tag:p| {{{lore}}} }}&lt;br /&gt;
    |-&lt;br /&gt;
        | colspan=&amp;quot;6&amp;quot; |{{{abilities}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Neutral Unit Table&lt;br /&gt;
|name=&lt;br /&gt;
|screenshot=&lt;br /&gt;
|tier=&lt;br /&gt;
|attack=&lt;br /&gt;
|defence=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|speed=&lt;br /&gt;
|initiative=&lt;br /&gt;
|morale=&lt;br /&gt;
|moralerange=&lt;br /&gt;
|luck=&lt;br /&gt;
|luckrange=&lt;br /&gt;
|type=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|movement=&lt;br /&gt;
|gold=&lt;br /&gt;
|mercury=&lt;br /&gt;
|gem=&lt;br /&gt;
|crystal=&lt;br /&gt;
|attackstyle=&lt;br /&gt;
|growth=&lt;br /&gt;
|exp=&lt;br /&gt;
|squadvalue=&lt;br /&gt;
|lore=&lt;br /&gt;
|abilities=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Neutral_Avatar.png&amp;diff=395</id>
		<title>File:Ss troop Neutral Avatar.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Heroes_of_Might_and_Magic_Olden_Era/index.php?title=File:Ss_troop_Neutral_Avatar.png&amp;diff=395"/>
		<updated>2025-10-21T08:22:51Z</updated>

		<summary type="html">&lt;p&gt;76561197984744213: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197984744213</name></author>
	</entry>
</feed>