Griffin
From Heroes of Might and Magic: Olden Era Official Wiki
Griffin |
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Faction |
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Tier III |
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Cost 270 |
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Base growth +7 |
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Squad value 247 |
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| Stats | |||
Health 30
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Attack 7
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Defense 6
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Damage 5-9
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Morale 0
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Luck 0
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Initiative 9
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Speed 5
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| Other Info | |||
Dwelling |
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| Related Units | |||
Base unit Griffin |
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| Internal ID | |||
| griffin | |||
Griffins are tier-III units of the Temple faction. They can be recruited from the Griffin Rookery.
They can be upgraded into the Temple Griffin or the Guardian Griffin.
Description
Griffins are not native to Jadame — they were brought from Karigor Isle and Antagarich by the Templars. A powerful symbol among the faithful, they soar high in the skies and embolden armies to venture deep into the unknown that surrounds their towns.
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
Can only attack adjacent enemies. Provokes counterattacks.
Movement Type
Flying
Movement ignores obstacles and traps.
Passive Ability
Alert I
Can counterattack up to twice per round.
Active Ability
Valiant Cry - wiki_ability_rank_Rank I💬This ability has multiple versions.
Positive effect
Cost: 
2 Focus ChargesCooldown: 2 roundsTier II
This creature’s Attack increases by 5 and Initiative by 1. Caw!Duration: 2 round(s).
Does not end the turn.
Laws
This unit is affected by the following Faction Laws:
Griffin growth in your cities increases by 2. They gain 5/10/15 HP.
Tier IICost: 3/2/2
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


