Ancient Treant should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 6 sets movement reach; Initiative 7 concerns ATB. A movement change is not the same change in action frequency.
Large Creature: Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Attack
19
Defense
29
Damage
10–20
Health
181
Speed
6
Shots
0
Base weekly growth
2
Initiative
7
Mana
0
Experience per creature
135
Cost per creature: 1400 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Take Roots
On defending, gains 50% Defense and repeated retaliations until its next action. Stand Your Ground doubles the defence bonus.
Entangling Roots
A hit immobilises the target while the Treant remains in direct contact.
These values multiply every resource in the undiscounted reference price and full base health. Hero, equipment, spell, price and growth modifiers are excluded. This is neither final damage or battle survival nor a guarantee that the listed number is available to recruit.
Ancient Treant · reference values before bonuses
Creatures
Total cost
Base health
1
1,400 gold
181
5
7,000 gold
905
10
14,000 gold
1,810
Reading this profile correctly
The reference is Tribes of the East 3.1. Initiative concerns ATB and Speed concerns movement; increasing one does not automatically increase the other. Upgrades and alternatives have separate profiles.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.
177 creatures from the Tribes of the East 3.1 manual: 168 faction variants and 9 neutrals. Original and alternative upgrades remain separate. Stats exclude heroes, artifacts and spells. Speed determines range; Initiative determines ATB action timing. Costs include rare resources and are per creature.