Guard Captain

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Guard Captain
Faction
Tier
I
Cost
110Gold
(Upgrade cost)
( 25Gold)
Base growth
+18
Squad value
87
Stats
Health
12
Attack
6This stat is higher compared to the base unit.

Base: 4
Increase: +2
Defense
5This stat is higher compared to the base unit.

Base: 4
Increase: +1
Damage
2-3
Morale
0
Luck
0
Initiative
6This stat is higher compared to the base unit.

Base: 5
Increase: +1
Speed
4
Other Info
Dwelling
Specialist hero
Related Units
Base unit
Upgrade A
Guard Captain
Upgrade B
Internal ID
esquire_upg

Guard Captains are upgraded tier-I units of the Temple faction. They can be recruited from Garrison II.

They are one of the upgraded versions of the Swordsman, the other being the Sun's Aegis.

Description

All Templars are believers, but some prioritize military tradition over religious doctrine. The Arm of the Sun is an order that unites those who seek enlightenment through combat prowess rather than inquisitorial teachings.

Abilities

Creature Type
Living
-5 to 5Morale Range
|
-3 to 3Luck Range
|
YesCounts for Necromancy?
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
Melee Attack
Can only attack adjacent enemies. Provokes counterattacks.
Passive Ability
Double Strike
Strikes twice when performing attacks.
Passive Ability
Ranged Defense I
Takes –30% Ranged Damage.


Laws

This unit is affected by the following Faction Laws:

Swordsman growth in your cities increases by 4. They gain 2/4/6 Defense.
Tier ICost: 3/2/2 Law Seals
Tier-1 friendly creatures gain 10% of their hero’s Attack and Spell Power as Attack, 10% of their Defense and Knowledge as Defense.
Tier ICost: 2 Law Seals
Tier-1 creature growth in your cities increases by 4.
Tier ICost: 2 Law Seals