Murmurmancer: Difference between revisions
From Heroes of Might and Magic: Olden Era Official Wiki
No edit summary |
No edit summary |
||
| (2 intermediate revisions by the same user not shown) | |||
| Line 2: | Line 2: | ||
{{UnitInfobox|lang=en|id=druid_upg_alt}} | {{UnitInfobox|lang=en|id=druid_upg_alt}} | ||
'''Murmurmancers''' are upgraded tier-V [[units]] of the | '''Murmurmancers''' are upgraded tier-V [[units]] of the {{F|nature|en}} faction. They can be recruited from [[Shroomwood Shack II]]. | ||
They are one of the upgrades of the | They are one of the upgrades of the {{Unit|druid|en}}, the other being the {{Unit|druid_upg|en}}. | ||
==Description== | ==Description== | ||
{{ | {{Description|lang=en|id=druid_upg_alt}} | ||
==Abilities== | ==Abilities== | ||
| Line 17: | Line 17: | ||
{{UnitAbility|lang=en|id=druid_upg_alt_1|rank=2}} | {{UnitAbility|lang=en|id=druid_upg_alt_1|rank=2}} | ||
{{UnitAbility|lang=en|id=druid_upg_alt_2}} | {{UnitAbility|lang=en|id=druid_upg_alt_2}} | ||
==Specialist Hero== | |||
{{UnitSpecialist|lang=en|unit_id=druid_upg_alt}} | |||
==Laws== | ==Laws== | ||
| Line 24: | Line 27: | ||
{{LawSummary|lang=en|id=fraction_law_unfrozen_24}} | {{LawSummary|lang=en|id=fraction_law_unfrozen_24}} | ||
{{LawSummary|lang=en|id=fraction_law_dungeon_26}} | {{LawSummary|lang=en|id=fraction_law_dungeon_26}} | ||
==Strategy== | |||
''Nothing yet. Maybe you can add it...?'' | |||
{{Clear}} | {{Clear}} | ||
Latest revision as of 07:49, 6 August 2026
Murmurmancer |
|||
Faction |
|||
Tier V |
|||
Cost 910 (Upgrade cost) ( 270 |
|||
Base growth +3 |
|||
Squad value 1027 |
|||
| Stats | |||
Health 60
|
Attack 12
|
Defense 14
|
Damage 18
Base: 15 Increase: +3-18 |
Morale 0
|
Luck 0
|
Initiative 8
Base: 6 Increase: +2 |
Speed 5
Base: 4 Increase: +1 |
| Other Info | |||
Dwelling |
|||
Specialist hero |
|||
| Related Units | |||
Upgrade B Murmurmancer |
|||
| Internal ID | |||
| druid_upg_alt | |||
Murmurmancers are upgraded tier-V units of the
Grove faction. They can be recruited from Shroomwood Shack II.
They are one of the upgrades of the
Herbomancer, the other being the
Sporemancer.
Description
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.
Abilities
Creature Type
Living
A fully sentient inhabitant of Jadame.
–5 to 5Morale range
–3 to 3Luck range
YesFallen Living creatures can be raised as Undead after battle.
Attack Type
Long Reach
Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.
Passive Ability
Mushroom Magic
Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.
Passive Ability
Power of Murmurs
Increases the level of the hero’s spells by 1. This effect does not stack.
Alternative Attack
Melee Attack
Performs an alternative Melee attack.
Active Ability
Shroomsong - Rank IIThis ability has multiple versions.
Special
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
Once per battle, spends all Focus Charges to restore the hero’s mana: 6 for each Focus Charge spent.Active Ability
Echoes of the Murmurwoods
Special
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.Specialist Hero
Herbomancer growth in your cities increases by 1.
Under his command, Herbomancers gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Herbomancers lose an equal amount of Attack and Defense.
Under his command, Herbomancers gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Herbomancers lose an equal amount of Attack and Defense.
Laws
This unit is affected by the following Faction Laws:
Herbomancer growth in your cities increases by 1/2/3. Their abilities cost –1 Focus Charge(s).
Tier IVCost: 3/2/1
Law Seals
Your Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.
Tier VCost: 5
Law Seals
Tier-5 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier IVCost: 2
Law Seals
Tier-5 creature growth in your cities increases by 1.
Tier IVCost: 2
Law Seals
Strategy
Nothing yet. Maybe you can add it...?


