Ancient Treant 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 3 and Initiative 15 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Living Shelter: Gains 10 defense, covers allies and stops passing enemies while letting allies through. The protection ends when it moves or attacks.
Entangling Roots: The target cannot move or use movement-based abilities until the Treant moves. This is not a general prohibition on all spells or shooting.
Growth 1 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
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.
Ancient Treant · reference values before bonuses
Creatures
Total cost
Base health
1
6,070 gold
2 starsilver
1 Dragonblood crystals
460
5
30,350 gold
10 starsilver
5 Dragonblood crystals
2,300
10
60,700 gold
20 starsilver
10 Dragonblood crystals
4,600
Reading this profile correctly
Distinguish a base creature from its upgrade and an alternative Champion. Fortress and other content have edition labels. A warfare unit’s five scaling ranks are not creature counts.
Attack and defense are numeric attributes; damage also has its own type or element. Full and half ranged reach describe an attack mode rather than ammunition. Compare Champions with their mutually exclusive dwellings. Warfare units use separate control and scaling; the five stages in their tables are not creature counts.
156 profiles: 112 base and upgraded town creatures from seven factions, 25 neutrals and 19 warfare units. Includes Fortress and other Trial by Fire creatures, separately identifying verified Lost Tales of Axeoth content. Historical Acid Cave stats include rebalanced Champions; this is not a UCP or Heroes 7.5 table. Base dwelling growth has separate references and is still missing for 14 profiles. Warfare units have their own stage 1–5 effect tables; their base parameters do not cover every Warfare level.