Berserker 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 5 sets movement reach; Initiative 12 concerns ATB. A movement change is not the same change in action frequency.
Immune to Mind Control: Immune to Mind Control. Assess other damage and effect types separately.
Berserker Rage: Converts Defense into Attack and automatically strikes without retaliation. May attack an ally if no enemy is reachable.
Attack
7
Defense
7
Damage
3–8
Health
25
Speed
5
Shots
0
Base weekly growth
6
Initiative
12
Mana
0
Experience per creature
41
Cost per creature: 220 gold
Abilities and limitations
Immune to Mind Control
Immune to Mind Control. Assess other damage and effect types separately.
Berserker Rage
Converts Defense into Attack and automatically strikes without retaliation. May attack an ally if no enemy is reachable.
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.
Berserker · reference values before bonuses
Creatures
Total cost
Base health
1
220 gold
25
5
1,100 gold
125
10
2,200 gold
250
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.