Temple Griffin
From Heroes of Might and Magic: Olden Era Official Wiki
Temple Griffin |
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Faction |
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Tier III |
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Cost 360 (Upgrade cost) ( 90 |
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Base growth +7 |
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Squad value 340 |
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| Stats | |||
Health 30
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Attack 8
Base: 7 Increase: +1 |
Defense 6
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Damage 5-9
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Morale 0
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Luck 0
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Initiative 12
Base: 9 Increase: +3 |
Speed 7
Base: 5 Increase: +2 |
| Other Info | |||
Dwelling |
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| Related Units | |||
Upgrade A Temple Griffin |
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| Internal ID | |||
| griffin_upg | |||
Temple Griffins are upgraded tier-III units of the Temple faction. They can be recruited from Griffin Rookery II.
They are one of the upgraded versions of the Griffin, with the other being the Guardian Griffin.
Description
While the Sun serves as the official heraldry of the templars, many inquisitors proudly emblazon the griffin onto their banners, claiming its noble presence as a symbol of inspiration. The griffins among their ranks are outfitted with armor infused with the power of the Chalice, further bolstering their formidable presence in battle.
Abilities
| Creature Type Magic Creature | |
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. | |
| Attack Type Melee Attack | |
Can only attack adjacent enemies. Provokes counterattacks.
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| Movement Type Flying | |
Movement ignores obstacles and traps.
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| Passive Ability Alert II | |
Can counterattack unlimited times per round.
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| Active Ability Valiant CryRank II | |
This creature’s Attack increases by 10 and Initiative by 2. Caw!
Duration: 2 round(s). Does not end the turn. | |
Laws
This unit is specifically affected by following Faction Laws:


