Demented 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
Combat movement 5 and Initiative 40 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Demented Laughter: For one round weakens the target creatures’ damage and boosts its own attack. Creature counts matter; this is not permanent hero attribute growth.
Mental immunity: Maniac and Demented resist mind control and morale reduction. An ordinary damage spell is not stopped by this rule.
Might damage
4–8
Magic damage
—
Might protection
18 %
Magic protection
7 %
Health
28
Initiative
40
Combat movement
5
Ranged reach
—
Morale
9
Luck
16
Reference growth
12
Cost per creature: 145 gold
Abilities and limitations
Demented Laughter
For one round weakens the target creatures’ damage and boosts its own attack. Creature counts matter; this is not permanent hero attribute growth.
Mental immunity
Maniac and Demented resist mind control and morale reduction. An ordinary damage spell is not stopped by this rule.
Fireproof Skin
The demon takes 20% less Fire damage. Other magic schools do not trigger this particular protection.
Light vulnerability
Demons and undead are 20% more vulnerable to the relevant Light attacks. Some healing Light spells damage them rather than restoring health.
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.
Demented · reference values before bonuses
Creatures
Total cost
Base health
1
145 gold
28
5
725 gold
140
10
1,450 gold
280
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.