Cavalier 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 6 and Initiative 26 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Charge: Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Attack
10
Defense
12
Health
105
Damage · Might
18–23
Initiative
26
Combat movement
6
Ranged reach
—
Morale
10
Luck
0
Base dwelling growth
2
Cost per creature: 1100 gold
Growth 2 belongs to the basic recruitment line in the dwelling reference. It does not guarantee the same reinforcements after town, weekly and hero bonuses.
Adds 2 to the attack attribute per tile travelled before the hit. This modifies attack rather than using another game’s charge damage percentage.
Heroes connected to this creature
Growth while governing a town (1)
This hero increases recruitment-line growth only as governor of the relevant town and within its area of control. Both forms share one line; their base and upgrade values are not added together. Creatures still require recruitment and payment.
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.
Cavalier · reference values before bonuses
Creatures
Total cost
Base health
1
1,100 gold
105
5
5,500 gold
525
10
11,000 gold
1,050
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.