Vine Iriyad
From Heroes of Might and Magic: Olden Era Official Wiki
Vine Iriyad |
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Faction |
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Tier III |
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Cost 220 |
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Base growth +6 |
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Squad value 201 |
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| Stats | |||
Health 45
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Attack 6
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Defense 11
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Damage 5-7
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Morale 0
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Luck 0
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Initiative 2
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Speed 3
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| Other Info | |||
Dwelling |
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| Related Units | |||
Base unit Vine Iriyad |
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| Internal ID | |||
| ent | |||
Vine Iriyads are tier-III units of the Grove faction. They can be recruited from Menhir Circle.
They can be upgraded into the Fungal Iriyad or Crystal Iriyad.
Description
Betwixt two realms, the Mycelium serves as a bridge, allowing passage between our world and the realm beyond it. As a result, young elementals merge with the flora and fauna of the Murmurwoods to take on physical forms.
Vine iriyads are the earthkin’s preferred vessels for exploration.
Vine iriyads are the earthkin’s preferred vessels for exploration.
Abilities
| Creature Type Embodiment | |
A spirit, soul, or other intangible power that has coalesced into material form.
Morale range: –3 to -3. Luck range: –3 to -3. Fallen Embodiments do NOT 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 Area Strike | |
Deals Damage to the target and all hexes around it. Additional targets take –50% Damage.
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| Passive Ability Embodiment of Earth | |
This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
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| Active Ability Awaken: Earth I | |
This creature gains 1 Speed and Initiative, 10 HP, and unlimited counterattacks. Once per battle; lasts until the end of battle.
Does not end the turn. | |
Laws
This unit is affected by the following Faction Laws:
Vine Iriyad growth in your cities increases by 2. They gain 5/10/15 HP.
Tier IICost: 3/2/1
Law Seals
The abilities of your Vine Iriyads, Naiads, Qilins and Phoenixes cost –1 Focus Charge(s).
Tier VCost: 5
Law Seals
Tier-3 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-3 creature growth in your cities increases by 2.
Tier IICost: 2
Law Seals


