Marksman: Difference between revisions
From Heroes of Might and Magic: Olden Era Official Wiki
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==Description== | ==Description== | ||
{{Unitdesc|Marksman}} | {{Unitdesc|Marksman}} | ||
==Abilities== | ==Abilities== | ||
{{AbilityTable|Marksman|active1=Fine Bolts<sup>{{tt|Rank II|This ability has several versions with different effect strength.}}}} | {{AbilityTable|Marksman|active1=Fine Bolts<sup>{{tt|Rank II|This ability has several versions with different effect strength.}}}} | ||
===Laws=== | |||
== | This unit is affected by the following Faction [[Laws]]: | ||
{{LawSummary|lang=en|id=fraction_law_human_10}} | |||
{{LawSummary|lang=en|id=fraction_law_unfrozen_10}} | |||
{{LawSummary|lang=en|id=fraction_law_dungeon_12}} | |||
{{Clear}} | {{Clear}}<br> | ||
{{UnitsNavbox|lang=en|faction=human}} | {{UnitsNavbox|lang=en|faction=human}} | ||
[[Category:Temple Units]] | [[Category:Temple Units]] | ||
[[Category:Units]] | [[Category:Units]] | ||
__NOTOC__ | __NOTOC__ | ||
Revision as of 10:33, 27 July 2026
Marksman |
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Faction |
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Tier II |
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Cost 130 (Upgrade cost) ( 35 |
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Base growth +14 |
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Squad value 113 |
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| Stats | |||
Health 10
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Attack 6
Base: 5 Increase: +1 |
Defense 3
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Damage 3-4
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Morale 0
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Luck 0
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Initiative 6
Base: 4 Increase: +2 |
Speed 3
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| Other Info | |||
Dwelling |
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Specialist hero |
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| Related Units | |||
Upgrade B Marksman |
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| Internal ID | |||
| crossbowman_upg_alt | |||
Marksmen are upgraded tier-II units of the Temple faction. They can be recruited from Mews II.
They are one of the upgraded versions of the Crossbowman, the other being the Austringer.
Description
Neither blessings nor gentle arts win wars — metallurgy does.
The Church teaches self-perfection in all forms — soul, body, and steel. With a heavy crossbow in hand, the Order of the Anvil ensures their prayers strengthen the very weapons and armor they forge.
The Church teaches self-perfection in all forms — soul, body, and steel. With a heavy crossbow in hand, the Order of the Anvil ensures their prayers strengthen the very weapons and armor they forge.
Abilities
| Creature Type Living | |
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. | |
| Attack Type Ranged Attack | |
Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage.
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| Passive Ability Sharpshooter | |
Ranged attacks deal full Ranged Damage at any range.
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| Passive Ability View from the Heavens | |
Increases the hero’s sight radius by 1 while this creature is in their army. This effect does not stack.
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| Alternative Attack Melee Attack | |
Performs an alternative Melee attack.
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| Active Ability Fine BoltsRank II | |
Deals +40% Ranged Damage.
Duration: 2 round(s). Does not end the turn. | |
| Active Ability Piercing Shot | |
Deals 50% basic attack Damage ([ 1–2 × amount of units ]). The target takes +20% Damage until the end of the round.
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Laws
This unit is affected by the following Faction Laws:
Crossbowman growth in your cities increases by 4. They gain 2/4/6 Attack.
Tier ICost: 3/2/2
Law Seals
Tier-2 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier IICost: 2
Law Seals
Tier-2 creature growth in your cities increases by 4.
Tier IICost: 2
Law Seals


