Centaur needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
Combat movement 6 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Maneuver: Centaur retreats when attacked in melee and returns fire. Free space behind the stack therefore affects its defense.
Vigilant Scout: Fires a free shot at the first enemy entering half its ranged reach. This is a specific first trigger rather than automatic fire at every movement.
Might damage
14–16
Magic damage
—
Might protection
18 %
Magic protection
21 %
Health
70
Initiative
50
Combat movement
6
Ranged reach
100
Morale
7
Luck
7
Reference growth
3
Cost per creature: 495 gold
Abilities and limitations
Maneuver
Centaur retreats when attacked in melee and returns fire. Free space behind the stack therefore affects its defense.
Vigilant Scout
Fires a free shot at the first enemy entering half its ranged reach. This is a specific first trigger rather than automatic fire at every movement.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.
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.
Centaur · reference values before bonuses
Creatures
Total cost
Base health
1
495 gold
70
5
2,475 gold
350
10
4,950 gold
700
Reading this profile correctly
Read Might/Magic damage and protection separately. Protection percentages are not raw Defense attributes. Campaign forms, bosses and transformations do not establish separate ordinary recruitment.
The table separates Might and Magic damage, including the element. Protection percentages are not raw defense attributes; ability bonuses cannot simply be added to them. Growth belongs to the listed reference recruitment form and does not guarantee the same count in every town and patch. Ranged reach is not ammunition. Read separate conditions for bosses and Namtaru forms.
111 stat profiles from eight historical Acid Cave inventories: 86 faction forms, 12 neutrals and 13 bosses. The faction inventory covers 84 base and upgraded creatures, with additional separate humanoid and spider forms for Fate Spinner and Fate Weaver. A boss is not an ordinary recruit. Might and Magic damage are separate; protection percentages are not raw defense attributes. Values describe the cited reference tables rather than every patch and scenario.