Grove Units

From Heroes of Might and Magic: Olden Era Official Wiki
Faun
Health 12 Tier 1
Attack 4 Creature Type Living
Defense 3 Range Ranged
Damage 3-4 Movement Ground
Speed 2 Price 105Gold
Initiative 5 Weekly Growth 12
Morale 0
(-5-5)
Experience Yield 9
Luck 0
(-3-3)
Squad Value 90
Passive Traits
    Parry: Counterattacks before the enemy’s attack lands.
Active Abilities


Faun Archer
Health 12 Tier 1
Attack 6 Creature Type Living
Defense 3 Range Ranged
Damage 3-4 Movement Ground
Speed 3 Price 140Gold
Initiative 6 Weekly Growth 12
Morale 0
(-5-5)
Experience Yield 11
Luck 0
(-3-3)
Squad Value 116
Passive Traits
    Parry: Counterattacks before the enemy’s attack lands.
    Sharpshooter: Deals full Ranged Damage at any range.
Active Abilities


Faun Warrior
Health 12 Tier 1
Attack 5 Creature Type Living
Defense 6This stat is higher compared to the base unit. Range Melee
Damage 4-5 Movement Ground
Speed 4 Price 140Gold
Initiative 7 Weekly Growth 12
Morale 0
(-5-5)
Experience Yield 11
Luck 0
(-3-3)
Squad Value 116
Passive Traits
    Parry: Counterattacks before the enemy’s attack lands.
Active Abilities
    Nature's Fury: Deals +2 Damage and increases Speed by 2 until the end of the round. Does not end the turn.

Hoplet
Health 18 Tier 2
Attack 5 Creature Type Magic Creature
Defense 3 Range Melee
Damage 3-6 Movement Flying
Speed 4 Price 150Gold
Initiative 6 Weekly Growth 9
Morale 0
(-3-3)
Experience Yield 12
Luck 0
(-5-5)
Squad Value 126
Passive Traits
Active Abilities
    Leeching Hop: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.


Dawn Hoplet
Health 18 Tier 2
Attack 6 Creature Type Magic Creature
Defense 3 Range Melee
Damage 3-6 Movement Flying
Speed 5 Price 200Gold
Initiative 6 Weekly Growth 9
Morale 0
(-3-3)
Experience Yield 16
Luck 0
(-5-5)
Squad Value 169
Passive Traits
    Swift Strike: Enemies do not counterattack.
Active Abilities
    Morning Dew: Generates 1 Focus Charge(s).


Dusk Hoplet
Health 18 Tier 2
Attack 5 Creature Type Magic Creature
Defense 5This stat is higher compared to the base unit. Range Melee
Damage 3-6 Movement Flying
Speed 4 Price 200Gold
Initiative 9 Weekly Growth 9
Morale 0
(-3-3)
Experience Yield 16
Luck 0
(-5-5)
Squad Value 169
Passive Traits
    Magic Core: Upon death, this creature increases its hero’s Spell Power by 1 until the end of the battle.
Active Abilities
    Leeching Hop: Takes [ amount of units / 5 ] mana from enemy hero. The mana is transferred to this creature’s hero (if present).Round up.
    Bloom: Increases this creature’s hero’s Spell Power by 3 until the end of round.

Vine Iriyad
Health 45 Tier 3
Attack 4 Creature Type Embodiment
Defense 10 Range Melee
Damage 4-8 Movement Ground
Speed 2 Price 240Gold
Initiative 2 Weekly Growth 6
Morale 0
(-3-3)
Experience Yield 21
Luck 0
(-3-3)
Squad Value 215
Passive Traits
    Area Strike: Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.
    Embodiment of Earth: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
Active Abilities
    Awaken - Earth I: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Does not end the turn. Once per battle.


Fungal Iriyad
Health 45 Tier 3
Attack 4 Creature Type Embodiment
Defense 10 Range Melee
Damage 4-8 Movement Ground
Speed 3 Price 330Gold
Initiative 2 Weekly Growth 6
Morale 0
(-3-3)
Experience Yield 31
Luck 0
(-3-3)
Squad Value 311
Passive Traits
    Area Strike: Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.
    Embodiment of Earth: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
    Living Cover: Adjacent friendly creatures always take minimal Damage.
    Stone Heart: Leaves a stone obstacle after death. It is destroyed after taking Damage 3 times.
Active Abilities
    Awaken - Earth II: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Does not end the turn. Once per battle.
    Unrelenting Stone: Turns this creature’s Attack into additional Defence until the end of the round. Can only be used after “Awaken”. Does not end the turn.


Crystal Iriyad
Health 45 Tier 3
Attack 4 Creature Type Embodiment
Defense 10 Range Melee
Damage 5-7 Movement Ground
Speed 4 Price 330Gold
Initiative 2 Weekly Growth 6
Morale 0
(-3-3)
Experience Yield 31
Luck 0
(-3-3)
Squad Value 311
Passive Traits
    Area Strike: Deals Damage to the target and all hexes around it. Additional targets take -50% Damage.
    Embodiment of Earth: This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.
    Crystal Thorns: Whenever an enemy attacks this creature in Melee, 1 unit(s) from the attacking stack die. Works on creatures up to tier 6.
Active Abilities
    Awaken - Earth II: Increases own Speed and Initiative by 1, HP by 10, and gains unlimited counterattacks until the end of battle. Allows the use of other abilities. Does not end the turn. Once per battle.
    Earthshatter: All enemies within a 2‑hex radius can only attack this creature until the end of the round.

Unit 'Aqualotl' not found
Health 35 Tier 4
Attack 11 Creature Type Embodiment
Defense Unit 'Aqualotl' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit". Range Ranged
Damage 10-12 Movement Blink
Speed 5 Price Unit 'Aqualotl' not found
Initiative 6 Weekly Growth 4
Morale 0
(-3-3)
Experience Yield 39
Luck 0
(-3-3)
Squad Value 394
Passive Traits
    Embodiment of Water: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
Active Abilities
    Awaken - Water I: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Does not end the turn. Once per battle.


Unit 'Blooming Aqualotl' not found
Health 35 Tier 4
Attack 11 Creature Type Embodiment
Defense Unit 'Blooming Aqualotl' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit". Range Ranged
Damage 14-16 Movement Blink
Speed 6 Price Unit 'Blooming Aqualotl' not found
Initiative 8 Weekly Growth 4
Morale 0
(-3-3)
Experience Yield 56
Luck 0
(-3-3)
Squad Value 565
Passive Traits
    Embodiment of Water: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
Active Abilities
    Awaken - Water II: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Does not end the turn. Allows the use of other abilities. Once per battle.
    Rivulet Retreat: Blinks to any hex within 4‑hex range. Can only be used after “Awaken”. Does not end the turn.


Unit 'Polar Aqualotl' not found
Health 35 Tier 4
Attack 13 Creature Type Embodiment
Defense Unit 'Polar Aqualotl' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit". Range Ranged
Damage 14-16 Movement Blink
Speed 5 Price Unit 'Polar Aqualotl' not found
Initiative 7 Weekly Growth 4
Morale 0
(-3-3)
Experience Yield 56
Luck 0
(-3-3)
Squad Value 565
Passive Traits
    Embodiment of Water: This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter”.
    Icy Veins: Prevents the target from restoring HP by any means until the end of the round.
Active Abilities
    Awaken - Water II: Increases own Speed and Initiative by 1, HP by 15, and gains the ability to perform Ranged attacks against even when there is an adjacent enemy. Allows the use of other abilities. Does not end the turn. Once per battle.
    Whirlpool: Confuses the target. While Confused, their Speed and Initiative reduce by 2. Duration: 3 round(s). Can only be used after “Awaken”.

Herbomancer
Health 65 Tier 5
Attack 12 Creature Type Living
Defense 14 Range Long Reach
Damage 14-17 Movement Ground
Speed 3 Price 700Gold
Initiative 6 Weekly Growth 3
Morale 0
(-5-5)
Experience Yield 70
Luck 0
(-5-5)
Squad Value 709
Passive Traits
    Mushroom Magic I: Reduces the mana cost of the hero’s spells by 1. This effect does not stack; only the strongest one is active.
Active Abilities
    Shroomsong I: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.
    Swarm of Bees: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).


Sporemancer
Health 65 Tier 5
Attack 16 Creature Type Living
Defense 18This stat is higher compared to the base unit. Range Long Reach
Damage 14-17 Movement Ground
Speed 5 Price 990Gold
Initiative 8 Weekly Growth 3
Morale 0
(-5-5)
Experience Yield 107
Luck 0
(-5-5)
Squad Value 1070
Passive Traits
    Mushroom Magic II: Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.
Active Abilities
    Shroomsong I: Once per battle, spends all Focus Charges to restore the hero’s mana: 5 for each Focus Charge spent.
    Swarm of Bees: Deals [8 × amount of units] Normal Damage to the target enemy. Bees keep attacking it, dealing [8 × amount of units] Normal Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).
    Protective Roots: Makes the friendly creature immune to Magic Damage. Duration: 1 round(s).


Murmurmancer
Health 65 Tier 5
Attack 12 Creature Type Living
Defense 14 Range Long Reach
Damage 17 Movement Ground
Speed 4 Price 990Gold
Initiative 8 Weekly Growth 3
Morale 0
(-5-5)
Experience Yield 107
Luck 0
(-5-5)
Squad Value 1070
Passive Traits
    Mushroom Magic II: Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.
    Power of Murmurs: Increases the hero’s spell level by 1. This effect does not stack.
Active Abilities
    Shroomsong II: Once per battle, spends all Focus Charges to restore the hero’s mana: 8 for each Focus Charge spent.
    Echoes of the Murmurwoods: Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use. The restriction of not reusing the same school of magic per turn is excluded.

Qilin
Health 135 Tier 6
Attack 22 Creature Type Embodiment
Defense 22 Range Melee
Damage 25-33 Movement Ground
Speed 5 Price 1400Gold
Initiative 9 Weekly Growth 2
Morale 0
(-3-3)
Experience Yield 159
Luck 0
(-3-3)
Squad Value 1591
Passive Traits
    Embodiment of Air: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.
    Lightning Fast: This creature is immune to all effects that restrict movement.
    Swift Strike: Enemies do not counterattack. (Only active after Awaken - Air I has been used).
Active Abilities
    Awaken - Air I: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Does not end the turn. Once per battle.


Thunder Qilin
Health 135 Tier 6
Attack 22 Creature Type Embodiment
Defense 22 Range Melee
Damage 28-36 Movement Ground
Speed 7 Price 2100Gold
Initiative 11 Weekly Growth 2
Morale 0
(-3-3)
Experience Yield 251
Luck 0
(-3-3)
Squad Value 2519
Passive Traits
    Embodiment of Air: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.
    Lightning Fast: This creature is immune to all effects that restrict movement.
    Cloud 9: At the beginning of each round, generates 1 Focus Point(s).
Active Abilities
    Awaken - Air II: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Does not end the turn. Once per battle.
    Thunderstrike: Converts this creature’s Defence into additional Attack until the end of the round. Can only be used after “Awaken”. Does not end the turn.
    Ball Lightning: Blinks to any hex. Deals [25 × amount of units] Magic Damage to all creatures adjacent to the destination hex. Can only be used after “Awaken”.


Mist Qilin
Health 135 Tier 6
Attack 24 Creature Type Embodiment
Defense 26This stat is higher compared to the base unit. Range Melee
Damage 28-36 Movement Ground
Speed 6 Price 2100Gold
Initiative 13 Weekly Growth 2
Morale 0
(-3-3)
Experience Yield 253
Luck 0
(-3-3)
Squad Value 2530
Passive Traits
    Embodiment of Air: This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning”.
    Lightning Fast: This creature is immune to all effects that restrict movement.
    Scintillating Scales: Deals +50% Magic Damage. This effect does not stack. Adjacent enemies take +50% magic damage.
Active Abilities
    Awaken - Air II: Increases own Speed and Initiative by 1, HP by 20, and gains “Swift Strike”. Allows the use of other abilities. Does not end the turn. Once per battle.
    Mist Form: Ignores obstacles and takes –25% Damage until the end of the round. Can only be used after “Awaken”. Does not end the turn.

Phoenix
Health 200 Tier 7
Attack 28 Creature Type Embodiment
Defense 24 Range Melee
Damage 45-70 Movement Flying
Speed 6 Price 2800Gold 1Crystals
Initiative 14 Weekly Growth 1
Morale 0
(-3-3)
Experience Yield 448
Luck 0
(-3-3)
Squad Value 4481
Passive Traits
    Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage.
    Embodiment of Fire: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.
Active Abilities
    Awaken - Fire I: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Does not end the turn. Once per battle.


Flaming Phoenix
Health 300 Tier 7
Attack 32 Creature Type Embodiment
Defense 24 Range Melee
Damage 45-70 Movement Flying
Speed 8 Price 4700Gold 2Crystals
Initiative 18 Weekly Growth 1
Morale 0
(-3-3)
Experience Yield 779
Luck 0
(-3-3)
Squad Value 7797
Passive Traits
    Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage.
    Embodiment of Fire: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.
    Immortal: Leaves a pile of ash upon death. At the start of next round, [1 + 50% of the original units in the stack] units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.
Active Abilities
    Awaken - Fire II: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Does not end the turn. Once per battle.
    Heatwave: Dispels all negative effects from friendly creatures and all positive effects from enemies. Can only be used after “Awaken”.


Energy Phoenix
Health 250 Tier 7
Attack 28 Creature Type Embodiment
Defense 36This stat is higher compared to the base unit. Range Melee
Damage 45-70 Movement Flying
Speed 8 Price 4700Gold 2Crystals
Initiative 16 Weekly Growth 1
Morale 0
(-3-3)
Experience Yield 779
Luck 0
(-3-3)
Squad Value 7797
Passive Traits
    Sweeping Strike: Deals Damage to the target and two adjacent hexes to its sides. Additional targets take -50% Damage.
    Embodiment of Fire: This creature leaves no body upon death. Immune to “Fireball”, “Firewall”, and “Armageddon”.
    Eternal Flame: Restores 25% of HP lost since the start of battle at the start of its every turn. Can revive fallen units.
Active Abilities
    Awaken - Fire II: Increases own Speed and Initiative by 1, HP by 25, and always deals maximum Damage. Allows the use of other abilities. Does not end the turn. Once per battle.
    Supernova: Deals [50 × amount of units] Magic Damage to all enemies within 2 hexes. Sets all targets on fire. While Burning, each target takes [50 × amount of units] Magic Damage at the start of its turn. This effect is stackable. Duration: 2 round(s).