Angel: Difference between revisions
From Heroes of Might and Magic: Olden Era Official Wiki
No edit summary |
No edit summary |
||
| (13 intermediate revisions by 3 users not shown) | |||
| Line 1: | Line 1: | ||
{{ | {{Loc}} | ||
| | {{UnitInfobox|lang=en|id=angel}} | ||
| | |||
'''Angels''' are tier-VII [[units]] of the {{F|human|en}} faction. They can be recruited from the [[Radiant Forge]]. | |||
They can be upgraded into the {{Unit|angel_upg|en}} or the {{Unit|angel_upg_alt|en}}. | |||
| | |||
| | ==Description== | ||
{{Description|lang=en|id=angel}} | |||
| | ==Abilities== | ||
| | {{UnitAbility|lang=en|id=embodiment}} | ||
| | {{UnitAbility|lang=en|id=ranged_attack}} | ||
| | {{UnitAbility|lang=en|id=fly}} | ||
| | {{UnitAbility|lang=en|id=angel_passive_1}} | ||
| | {{UnitAbility|lang=en|id=common_attack_1}} | ||
| | {{UnitAbility|lang=en|id=angel_1}} | ||
| | |||
| | ==Laws== | ||
| | This unit is affected by the following Faction [[Laws]]: | ||
{{LawSummary|lang=en|id=fraction_law_human_30}} | |||
| | {{LawSummary|lang=en|id=fraction_law_unfrozen_31}} | ||
}}{| | {{LawSummary|lang=en|id=fraction_law_dungeon_32}} | ||
| | |||
| | ==Strategy== | ||
''Nothing yet. Maybe you can add it...?'' | |||
{{Clear}} | |||
==Related pages== | |||
{{UnitsNavbox|lang=en|faction=human}} | |||
{{UnitsNavbox}} | |||
[[Category:Temple Units]] | [[Category:Temple Units]] | ||
[[Category:Units]] | |||
__NOTOC__ | |||
Latest revision as of 07:48, 6 August 2026
Angel |
|||
Faction |
|||
Tier VII |
|||
Base growth +1 |
|||
Squad value 3660 |
|||
| Stats | |||
Health 225
|
Attack 30
|
Defense 30
|
Damage 50-75
|
Morale 0
|
Luck 0
|
Initiative 8
|
Speed 4
|
| Other Info | |||
Dwelling |
|||
| Related Units | |||
Base unit Angel |
|||
| Internal ID | |||
| angel | |||
Angels are tier-VII units of the
Temple faction. They can be recruited from the Radiant Forge.
They can be upgraded into the
Archangel or the
Apotheosis.
Description
The inquisition’s greatest belief is that angels still accompany their mission. The beings that aid the Templars in combat are but a mere imitation — a human soul willingly fused with winged armor, destined to continue the fight.
Abilities
Creature Type
Embodiment
A spirit, soul, or other intangible power that has coalesced into material form.
–3 to 3Morale range
–3 to 3Luck range
NoFallen Embodiments cannot be raised as Undead after battle.
Attack Type
Ranged Attack
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
Movement Type
Flying
Movement ignores obstacles and traps.
Passive Ability
Forging Perfection
Whenever a positive effect is applied to a friendly creature, it is also applied to this creature.
The effect’s duration and power are copied. If the effect targets multiple stacks, it is applied to this creature only once.
The effect’s duration and power are copied. If the effect targets multiple stacks, it is applied to this creature only once.
Alternative Attack
Melee Attack
Performs an alternative Melee attack.
Active Ability
Refract and Reflect
Special
Cost:
1 Focus ChargeCooldown: 1 roundTier I
Applies a copy of all positive effects currently on this creature to a friendly creature. Does not trigger “Forging Perfection.”Laws
This unit is affected by the following Faction Laws:
Angel growth in your cities increases by 1. They gain 20%/40%/60% of their hero’s Attack and Defense as Attack and Defense.
Tier VCost: 3/2/2
Law Seals
Tier-7 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier VCost: 2
Law Seals
Tier-7 creature growth in your cities increases by 1.
Tier VCost: 2
Law Seals
Strategy
Nothing yet. Maybe you can add it...?


