Guard Captain
From Heroes of Might and Magic: Olden Era Official Wiki
Guard Captain |
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Faction |
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Tier I |
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Cost 110 (Upgrade cost) ( 25 |
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Base growth +18 |
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Squad value 87 |
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| Stats | |||
Health 12
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Attack 6
Base: 4 Increase: +2 |
Defense 5
Base: 4 Increase: +1 |
Damage 2-3
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Morale 0
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Luck 0
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Initiative 6
Base: 5 Increase: +1 |
Speed 4
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| Other Info | |||
Dwelling |
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Specialist hero |
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| Related Units | |||
Upgrade A Guard Captain |
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| 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 | |
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.
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| Passive Ability Double Strike | |
Strikes twice when performing attacks.
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| Passive Ability Ranged Defense I | |
Takes –30% Ranged Damage.
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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


