Magnetic Golem 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 4 sets movement reach; Initiative 9 concerns ATB. A movement change is not the same change in action frequency.
Enchanted Armor: Converts half of magical damage into healing, including resurrection. Direct physical spell damage is an exception. Irresistible Magic does not bypass this protection.
Magnetism: Redirects some area-spell damage from other affected stacks onto itself; Enchanted Armor can convert it to healing. Armageddon is excluded.
Attack
6
Defense
4
Damage
5–7
Health
20
Speed
4
Shots
0
Base weekly growth
9
Initiative
9
Mana
0
Experience per creature
34
Cost per creature: 150 gold
Abilities and limitations
Mechanical
Mechanical creature has neutral Morale and resists poison, blindness and mind control. Normal resurrection and First Aid Tent do not work.
Enchanted Armor
Converts half of magical damage into healing, including resurrection. Direct physical spell damage is an exception. Irresistible Magic does not bypass this protection.
Magnetism
Redirects some area-spell damage from other affected stacks onto itself; Enchanted Armor can convert it to healing. Armageddon is excluded.
Heroes connected to this creature
Combat specialty for this recruitment line (1)
The 3.1 manual explicitly names this form as a specialty target. Under the relevant hero it gains Attack and Defense every two levels, with the first +1 at level 1. This is not a sourced starting-army count, town-growth bonus or automatic Speed bonus.
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.
Magnetic Golem · reference values before bonuses
Creatures
Total cost
Base health
1
150 gold
20
5
750 gold
100
10
1,500 gold
200
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.