Grim Raider 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 8 sets movement reach; Initiative 11 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.
Rider Charge: Reduces effective target Defense by 20% per tile moved before attacking, down to zero.
Attack
10
Defense
9
Damage
7–14
Health
60
Speed
8
Shots
0
Base weekly growth
4
Initiative
11
Mana
0
Experience per creature
59
Cost per creature: 450 gold
Abilities and limitations
Large Creature
Occupies a 2 × 2 footprint and needs enough space to move or land.
Rider Charge
Reduces effective target Defense by 20% per tile moved before attacking, down to zero.
Lizard Bite
When an ally attacks an adjacent enemy, adds an attack for half normal damage.
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.
Grim Raider · reference values before bonuses
Creatures
Total cost
Base health
1
450 gold
60
5
2,250 gold
300
10
4,500 gold
600
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.