Shieldguard 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.
Enraged: Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield: Non-magical ranged attacks deal only 50% normal damage.
Attack
1
Defense
5
Damage
1–2
Health
12
Speed
4
Shots
0
Base weekly growth
18
Initiative
9
Mana
0
Experience per creature
12
Cost per creature: 40 gold
Abilities and limitations
Enraged
Attack increases when a friendly stack dies. Resurrected and magically summoned stacks are excluded from this trigger.
Large Shield
Non-magical ranged attacks deal only 50% normal damage.
Armoured
Protects against spells and effects that reduce Defense.
Shield Wall
Incoming damage drops by 10% per tile moved by the attacker, capped at 90% reduction.
Heroes connected to this creature
Specific specialty effect (1)
This is a specific ability or stat change for this creature under the listed hero. Each entry names its effect; the hero profile explains exact conditions and upgrade differences.
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.
Shieldguard · reference values before bonuses
Creatures
Total cost
Base health
1
40 gold
12
5
200 gold
60
10
400 gold
120
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.