Dawn Hoplet
From Heroes of Might and Magic: Olden Era Official Wiki
Dawn Hoplet |
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Faction |
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Tier II |
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Cost 250 (Upgrade cost) ( 65 |
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Base growth +9 |
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Squad value 216 |
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| Stats | |||
Health 18
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Attack 9
Base: 6 Increase: +3 |
Defense 5
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Damage 4-8
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Morale 1
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Luck 2
Base: 1 Increase: +1 |
Initiative 6
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Speed 6
Base: 5 Increase: +1 |
| Other Info | |||
Dwelling |
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| Related Units | |||
Upgrade A Dawn Hoplet |
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| Internal ID | |||
| twinkle_upg | |||
Dawn Hoplets are upgraded tier-II units of the Grove faction. They can be recruited from Hop Patch II.
They are one of the upgrades of the Hoplet, the other being the Dusk Hoplet.
Description
Some scholars with a keen interest in botany claim that hops are known for releasing a strong, mind-clearing aroma at dawn. It stands to reason that these little creatures would mimic such behavior, blending both nature’s gift and their mystical influence.
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.
–3 to 3Morale range
–5 to 5Luck range
YesFallen Magic creatures can be raised as Undead after battle.
Attack Type
Melee Attack
No retaliation
Can only attack adjacent enemies. Enemies do not counterattack.
Movement Type
Flying
Movement ignores obstacles and traps.
Passive Ability
Swift Strike
Enemies do not counterattack.
Active Ability
Morning Dew
Special
Cost: — 0 Focus ChargesCooldown: 0 roundsTier N/A
Generates 1 Focus Charge(s). Once per battle.Does not spend Focus Charges.
Laws
This unit is affected by the following Faction Laws:
Hoplet growth in your cities increases by 2/4/6. They always deal maximum Damage.
Tier ICost: 3/2/1
Law Seals
Your Fauns, Hoplets and Herbomancers gain 2 Speed and Initiative.
Tier VCost: 5
Law Seals
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
Tier-2 creature growth in your cities increases by 4.
Tier IICost: 2
Law Seals


