Vestal 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 25 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Heal: Actively restores an eligible ally’s health. Assess stack size and healing restrictions rather than treating it as unlimited resurrection.
Pacification: Stops an eligible target’s movement, attacks and abilities for two rounds. Taking damage ends the effect.
Might damage
—
Magic damage · Light
5–7
Might protection
5 %
Magic protection
21 %
Health
22
Initiative
25
Combat movement
5
Ranged reach
—
Morale
12
Luck
14
Reference growth
11
Cost per creature: 150 gold
Abilities and limitations
Heal
Actively restores an eligible ally’s health. Assess stack size and healing restrictions rather than treating it as unlimited resurrection.
Pacification
Stops an eligible target’s movement, attacks and abilities for two rounds. Taking damage ends the effect.
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.
Vestal · reference values before bonuses
Creatures
Total cost
Base health
1
150 gold
22
5
750 gold
110
10
1,500 gold
220
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.