Infiltrator
From Heroes of Might and Magic: Olden Era Official Wiki
Infiltrator |
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Faction |
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Tier II |
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Cost 120 |
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Base growth +13 |
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Squad value 106 |
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| Stats | |||
Health 13
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Attack 6
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Defense 4
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Damage 3-6
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Morale 0
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Luck 1
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Initiative 6
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Speed 5
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| Other Info | |||
Dwelling |
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Specialist hero |
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| Related Units | |||
Base unit Infiltrator |
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| Internal ID | |||
| assassin | |||
Infiltrators are tier-II units of the Dungeon faction. They can be recruited from the Safe House.
They can be upgraded into Guile Infiltrators or the Bleak Infiltrators.
Description
The elven spies of Alvar, these long-time surface dwellers had to adapt when they began expanding their cities into the underground. They now view subterfuge as the key to gaining an advantage.
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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| Movement Type Blink | |
Teleports directly to destination hex, ignoring obstacles and traps.
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| Passive Ability Weak Spot | |
Lucky Strikes deal +100% Damage, and the maximum possible Luck is increased to 5.
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| Alternative Attack Fighting Style: Hit and Run | |
This creature will return to its original position after attacking, but deal –50% Damage.
Does not spend Focus Charges. | |
Laws
This unit is affected by the following Faction Laws:
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
Your Infiltrators deal 1.5 times more Damage when using their Fighting Style. They gain 2/4 HP.
Tier IICost: 3/2
Law Seals
Tier-2 creature growth in your cities increases by 4.
Tier IICost: 2
Law Seals


