Units: Difference between revisions
From Heroes of Might and Magic: Olden Era Official Wiki
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| Unit list belonging to each [[Faction]]. | | Unit list belonging to [[Dungeon]]. |
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Revision as of 08:14, 16 October 2025
Unit list belonging to Dungeon.
| Troglodyte
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| Blind and small, troglodytes are often seen by surface races as primitives. However, their adaptability and deep knowledge of the underground passages are no joke and it is precisely why they hold a crucial role in Alvar.
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| Fighting Style: Vicious Spit. Long Reach attack which deals -50% damage.
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| Magic Creature
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Hitpoints: 8
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Attack: 2
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Defense: 3
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Damage: 1-3
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Cost: 45 Gold
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| Melee
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 3
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Initiative: 4
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Upgrade: 15 Gold
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| Infernal Troglodyte
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| Despite their physical frailty, many troglodytes display cunning by targeting their opponents’ weak points. Defeating a strong foe grants them the title of a Shakkor – “The Infernal”
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| Fighting Style: Vicious Spit. Long Reach attack which deals -50% damage.
Toxic Spear: Leaves gaping wounds, causing the target to take +25% damage until the end of the next round. Does not affect undead, dragons, constructs, or embodiments.
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| Magic Creature
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Hitpoints: 8
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Attack: 3
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Defense: 5
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Damage: 1-3
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Cost: 60 Gold
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| Melee
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 4
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Initiative: 6
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Upgrade: N/A
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| Toxic Troglodyte
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| Some troglodyte tribes develop a green hue and spikes. Initially a disadvantage, it soon proves an asset as these Arla – “bold ones” – are born with poisonous blood lethal to anyone who try to harm them.
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| Fighting Style: Vicious Spit. Long Reach attack which deals -50% damage.
Alert I: Can counterattack twice per round.
Toxic Blood: When damaged, causes all adjacent enemies to take +25% damage until the end of combat.
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| Magic Creature
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Hitpoints: 8
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Attack: 5
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Defense: 3
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Damage: 1-4
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Cost: 60 Gold
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| Melee
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 4
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Initiative: 5
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Upgrade: N/A
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| Infiltrator
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| The elves of Alvar, long surface dwellers, had to adapt when they began expanding their cities into the underground. They now view subterfuge as the key to gaining an advantage.
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| Fighting Style: Hit and Run. Returns to original position after attacking but deals -50% damage.
Weak Spot: Increases maximum luck to 5. Lucky strikes deal +100% damage.
Blink: Teleports instead of using normal movement, ignoring obstacles and traps.
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| Living
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Hitpoints: 13
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Attack: 6
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Defense: 2
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Damage: 3-5
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Cost: 105 Gold
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| Melee
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Morale: -5 to 5
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Luck: -3 to 5
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Speed: 4
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Initiative: 7
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Upgrade: 25 Gold
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| Guile Infiltrator
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| Handpicked by Spymaster Caspair, guile infiltrators are selected for missions demanding extreme precision and the ability to carry out tasks without leaving a trace. They excel at manipulating external politics and managing debtors.
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Fighting Style: Hit and Run. Returns to original position after attacking but deals -50% damage.
Weak Spot: Increases maximum luck to 5. Lucky strikes deal +100% damage.
Blink: Teleports instead of using normal movement, ignoring obstacles and traps.
Staggering Hits: Prevents the target from counterattacking until the end of the round.
Shadowstrike: Deals basic attack to any enemy, ignoring their defense.
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| Living
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Hitpoints: 13
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Attack: 6
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Defense: 2
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Damage: 3-5
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Cost: 130 Gold
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| Melee
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Morale: -5 to 5
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Luck: -3 to 5
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Speed: 6
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Initiative: 7
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Upgrade: N/A
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| Bleak Infiltrator
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| Bleak Infiltrators are deployed in areas where Triumvirate’s influence is weak and their presence must remain hidden. However, the nature of their tasks often leaves them individualistic and isolated.
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| Fighting Style: Hit and Run. Returns to original position after attacking but deals -50% damage.
Weak Spot: Increases maximum luck to 5. Lucky strikes deal +100% damage.
Blink: Teleports instead of using normal movement, ignoring obstacles and traps.
Sharper Blade: Gains 1 luck with every attack.
Shadowstrike: Deals basic attack to any enemy, ignoring their defense.
Veil of Shadows: Cannot be targeted until the end of the round.
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| Living
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Hitpoints: 13
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Attack: 6
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Defense: 2
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Damage: 3-5
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Cost: 130 Gold
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| Melee
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Morale: -5 to 5
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Luck: -3 to 5
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Speed: 5
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Initiative: 9
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Upgrade: N/A
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| Onyx Dancer
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| The dark elves of Alvar, the most populous race on Jadame, can be found nearly anywhere. Primarily serving as spies, traders, and entertainers, it is no surprise that their military branch merges the art of bladedancing with glaivewielding.
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| Fighting Style: Bouncing Glaives. Choose two targets for this attack, dealing -50% damage to each.
Thousand Cuts: Each attack reduces the target’s defence by 1 until the end of combat. Effect is stackable.
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| Living
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Hitpoints: 16
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Attack: 8
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Defense: 7
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Damage: 5-7
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Cost: 135 Gold
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| Ranged
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Morale: -5 to 5
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Luck: -3 to 3
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Speed: 2
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Initiative: 5
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Upgrade: 55 Gold
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| Jasper Dancer
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| As glaivedancers grow more proficient, they are outfitted with armour enhanced by gems traded from their underground allies. After all, looks can kill.
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| Fighting Style: Bouncing Glaives. Choose two targets for this attack, dealing -50% damage to each.
Thousand Cuts: Each attack reduces the target’s defence by 1 until the end of combat. Effect is stackable.
Draconic Blade: Melee does +100% damage.
Swift Strike: Enemies do not counter attack.
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| Living
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Hitpoints: 16
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Attack: 8
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Defense: 7
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Damage: 5-7
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Cost: 190 Gold
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| Ranged
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Morale: -5 to 5
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Luck: -3 to 3
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Speed: 2
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Initiative: 5
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Upgrade: N/A Gold
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| Aureate Dancer
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| Eschewing gems in favour of refined gold, the Aureates embody everything others imagine dark elves to be — elegant, ambitious, deadly and above all, using wealth as their greatest advantage, both in negotiations and on the battlefield.
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| Fighting Style: Bouncing Glaives. Choose two targets for this attack, dealing -50% damage to each.
Thousand Cuts: Each attack reduces the target’s defence by 2 until the end of combat. Effect is stackable.
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| Living
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Hitpoints: 16
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Attack: 8
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Defense: 7
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Damage: 5-7
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Cost: 190 Gold
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| Ranged
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Morale: -5 to 5
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Luck: -3 to 3
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Speed: 3
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Initiative: 8
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Upgrade: N/A Gold
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| Minotaur
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| Minotaurs' seat of power in Jadame lies in the underground maze-town of Balthazar’s Lair, founded by Clan Balthazar. Renowned for their combat prowess and architectural mastery on the surface, they were among the first invited to join the Pact.
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| Fighting Style: Grand Slam. Hits the target and all units within 2 hexes behind it, dealing -50% damage each.
Eager for Battle: Always has positive morale with a max of 5. Has a 5% chance of triggering with each point of morale.
Blood for Blood: Whenever this unit takes damage, its morale is increased by 1.
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| Magic Creature
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Hitpoints: 50
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Attack: 12
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Defense: 12
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Damage: 12-16
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Cost: 390 Gold
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| Melee
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Morale: 1 to 5
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Luck: -5 to 5
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Speed: 3
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Initiative: 4
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Upgrade: 150 Gold
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| Minotaur Lord
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| To attain the rank of a lord, a minotaur must excel in their chosen profession. While combat, magic, and masonry are most common, it’s not unheard of to encounter a Lord Jeweler or Lord Moneyer.
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| Fighting Style: Grand Slam. Hits the target and all units within 2 hexes behind it, dealing -50% damage each.
Eager for Battle: Always has positive morale with a max of 5. Has a 5% chance of triggering with each point of morale.
Blood for Blood: Whenever this unit takes damage, its morale is increased by 1.
Parry: Counterattacks before the enemy’s attack lands.
Unyielding Will: Fully ignores attackers’ values until the end of the round. Ability tier 3. Costs 2 Focus Charge
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| Magic Creature
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Hitpoints: 50
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Attack: 12
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Defense: 15
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Damage: 12-16
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Cost: 540 Gold
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| Melee
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Morale: 1- to 5
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Luck: -5 to 5
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Speed: 5
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Initiative: 7
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Upgrade: N/A
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| Minotaur Vanguard
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| “The Vanguard” is a minotaur organisation attracting young bulls with promises of adventure and a swift path to the rank of a lord. These footsoldiers are impulsive yet efficient, often deployed to places where ruthlessness is considered an act of mercy.
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| Fighting Style: Grand Slam. Hits the target and all units within 2 hexes behind it, dealing -50% damage each.
Eager for Battle: Always has positive morale with a max of 5. Has a 5% chance of triggering with each point of morale.
Blood for Blood: Whenever this unit takes damage, its morale is increased by 1.
Adrenaline Surge: Whenever this unit’s morale is triggered, it gains 8 attack, defense, and 2 speed. Lasts until the end of the next round.
Unyielding Will: Fully ignores attackers’ values until the end of the round. Ability tier 3. Costs 2 Focus charge
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| Magic Creature
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Hitpoints: 50
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Attack: 15
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Defense: 12
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Damage: 15-19
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Cost: 540 Gold
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| Melee
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Morale: 1 to 5
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Luck: -5 to 5
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Speed: 5
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Initiative: 5
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Upgrade: N/A
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| Medusa
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| The role of Medusae in Alvari society is an odd one. True natives of the underworld, many harbour resentment toward collaborating with “surfacers” and their ways of life. Is their involvement born of curiosity or is there an ulterior motive for their interest in the surface.
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| Fighting Style: Arrow Barrage. Hits the target and all energies adjacent to it, dealing -50% damage.
Slither Away: Moves to another hex within its movement range without using their turn. Ability tier 2. Costs 1 focus charge.
Sharpshooter: Deals full ranged damage at any range.
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| Magic Creature
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Hitpoints: 60
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Attack: 16
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Defense: 13
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Damage: 10-18
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Cost: 440 Gold
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| Ranged
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 2
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Initiative: 4
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Upgrade: 190 Gold
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| Medusa Sculptor
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| To many medusae, petrification is an art within art, a revered act granting an “honoured” status to those chosen to be turned to stone. It raises a chilling question – how many of the Alvari statues I have passed once walked these same streets?
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| Fighting Style: Arrow Barrage. Hits the target and all energies adjacent to it, dealing -50% damage.
Slither Away: Moves to another hex within its movement range without using their turn. Ability tier 2. Costs 1 focus charge
Sharpshooter: Deals full ranged damage at any range.
Duelist: Melee attacks deal full damage.
Petrification: Performs a melee attack that petrifies the target until the end of the round. A petrified target takes double damage from normal attacks, is immune to Magic Damage, and skips its turn. Does not affect dragons or embodiments. Ability tier 2. Costs 2 focus charge.
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| Magic Creature
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Hitpoints: 60
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Attack: 16
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Defense: 13
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Damage: 18
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Cost: 630 Gold
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| Ranged
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 4
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Initiative: 5
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Upgrade: N/A Gold
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| Medusa Queen
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| Rumours suggest a chthonic life thrives deep below the passages explored by the Triumvirate, with all medusae as its kin – but only the Gorgons hold the truth. If these tales are more than a myth, one must wonder – who do these “queens” truly serve?
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| Fighting Style: Arrow Barrage. Hits the target and all energies adjacent to it, dealing -50% damage.
Slither Away: Moves to another hex within its movement range without using their turn. Ability tier 2. Costs 1 focus charge
Sharpshooter: Deals full ranged damage at any range.
Countershot: Counterattacks when struck with a ranged attack.
Marble Arrows. Attacks reduce the target’s initiative by 2 until the end of the next round.
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| Magic Creature
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Hitpoints: 60
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Attack: 16
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Defense: 13
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Damage: 10-18
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Cost: 630 Gold
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| Ranged
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 3
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Initiative: 6
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Upgrade: N/A
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| Hydra
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| Native to underground rivers and Duskmire Swamps, hydras are creatures of immense power. Legend claims that cutting off one of their heads only invites three more to the feast. The main course? Why, it’s you, naturally.
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| Fighting Style: Whirlwind Strike. Hits all adjacent enemies, dealing -50% damage to each.
Swift Strike: Enemies cannot counterattack.
Sweeping Strike: Deals damage to the target and two adjacent hexes to its side.
Growing Teeth: Unit gains 1 attack until the end of battle whenever it takes damage.
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| Magic Creature
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Hitpoints: 130
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Attack: 24
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Defense: 22
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Damage: 25-28
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Cost: 1200 Gold
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| Melee
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 3
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Initiative: 8
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Upgrade: 600 Gold
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| Chthonic Hydra
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| Legend speaks of a slow, chthonic life slithering in the deeper, darkest corners of Enroth, patiently waiting. Hydras that descend into those depths become far more resilient than their kin, with uncanny awareness of their surroundings.
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| Fighting Style: Whirlwind Strike. Hits all adjacent enemies, dealing -50% damage to each.
Swift Strike: Enemies cannot counterattack.
Sweeping Strike: Deals damage to the target and two adjacent hexes to its side.
Growing Teeth: Unit gains 1 attack until the end of battle whenever it takes damage.
Poisonous Blood: When damaged, causes all adjacent enemies to deal -25% damage for 1 round. Does not affect undead, dragons, embodiments or constructs.
Regeneration: Restores full HP at the start of its turn.
All Heads on Deck: When counterattacking, uses Whirlwind Strike.
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| Magic Creature
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Hitpoints: 150
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Attack: 24
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Defense: 32
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Damage: 25-28
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Cost: 1800 Gold
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| Melee
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 4
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Initiative: 8
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Upgrade: N/A
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| Infernal Hydra
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| A scholar once claimed that hydras are made of earth. True or not, some hydras emerge with scarlet scales and crystalline barbs adorning their bodies. Their bite delivers a venom that saps strength, leaving their prey helpless.
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| Fighting Style: Whirlwind Strike. Hits all adjacent enemies, dealing -50% damage to each.
Swift Strike: Enemies cannot counterattack.
Sweeping Strike: Deals damage to the target and two adjacent hexes to its side.
Growing Teeth: Unit gains 2 attack until the end of battle whenever it takes damage.
Weakening Venom: Attacks cause the target to deal -25% damage for 2 rounds. Does not affect undead, dragons, embodiments, or constructs.
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| Magic Creature
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Hitpoints: 130
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Attack: 30
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Defense: 26
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Damage: 30-33
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Cost: 1800 Gold
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| Melee
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Morale: -3 to 3
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Luck: -5 to 5
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Speed: 5
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Initiative: 10
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Upgrade: N/A
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| Cave Dragon
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| Born in the depths of their caves, dragons are ambitious beings of immense intelligence and power, with few equals in Jadame. Some have allied with Alvar in their pursuit of even greater heights.
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| Fighting Style: Sulphurous Assault. Performs a cone strike, dealing -50% damage to each target.
Magic Immunity IV: Immune to tier 1-4 spells and unit abilities.
Inner Flame: Until the end of the next round, deals 50 magic damage per dragon when attacked in melee. Ability tier 5. Costs 2 focus charge.
Dragonstrike Breath: Deals damage to the target and the hex directly behind it.
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| Dragon
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Hitpoints: 275
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Attack: 30
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Defense: 27
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Damage: 45-50
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Cost: 3000 Gold + 1 Gem
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| Melee/Flyer
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Morale: 0 to 5
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Luck: 0 to 5
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Speed: 7
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Initiative: 12
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Upgrade: 2000 Gold + 1 Gem
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| Black Dragon
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| The Stygianscales, represented by “Queen” Amelchia, are pivotal players within Alcari politics, wielding raw strength and extensive ties amongst various broods and scales across the continent. Cunning and ever-prepared, they thrive to unite Alvar under a new order.
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| Fighting Style: Sulphurous Assault. Performs a cone strike, dealing -50% damage to each target.
Magic Immunity V: Immune to tier 1-5 spells and unit abilities.
Inner Flame: Until the end of the next round, deals 50 magic damage per dragon when attacked in melee. Ability tier 5. Costs 2 focus charge.
Dragonstrike Breath: Deals damage to the target and the hex directly behind it.
Fires of Dominion: Gives 1 morale and luck to friend units while reducing luck and morale to enemies by 1
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| Dragon
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Hitpoints: 350
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Attack: 30
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Defense: 33
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Damage: 60-65
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Cost: 5000 Gold + 2 Gems
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| Melee/Flyer
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Morale: 0 to 5
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Luck: 0 to 5
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Speed: 8
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Initiative: 15
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Upgrade: N/A
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| Ashen Dragon
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| Ashen Dragons are often misunderstood, viewed as weak by those who fail to grasp their true strength, and perceived as excessively power-hungry because of it. I hope to live long enough to meet and speak with the ashen wyrm. Surely, they will have a fascinating story to tell.
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Fighting Style: Sulphurous Assault. Performs a cone strike, dealing -50% damage to each target.
Magic Immunity V: Immune to tier 1-5 spells and unit abilities.
Inner Flame: Until the end of the next round, deals 50 magic damage per dragon when attacked in melee. Ability tier 5. Costs 2 focus charge.
Dragonstrike Breath: Deals damage to the target and the hex directly behind it.
Dominating Presence: All adjacent enemies always deal minimum damage.
Dragonflight: Moves to any hex, dealing 100% basic attack damage to all adjacent units and pushing them away, if possible. Ability tier 5. Costs 2 focus charge
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| Dragon
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Hitpoints: 300
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Attack: 35
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Defense: 27
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Damage: 60-65
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Cost: 5000 Gold + 2 Gems
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| Melee/Flyer
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Morale: 0 to 5
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Luck: 5 to 5
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Speed: 8
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Initiative: 15
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Upgrade: N/A
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