Sun Deer 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 42 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
Unfettered: Resists all movement reduction. Choose another tool besides ordinary slowing when trying to stop its advance.
Inspiring Presence: The creature and adjacent allies gain 20 morale and 20 luck. These modify both attributes rather than adding fixed direct damage.
Attack
15
Defense
13
Health
130
Damage · Might
19–25
Initiative
42
Combat movement
6
Ranged reach
—
Morale
5
Luck
5
Base dwelling growth
2
Cost per creature: 1430 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.
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.
Sun Deer · reference values before bonuses
Creatures
Total cost
Base health
1
1,430 gold
130
5
7,150 gold
650
10
14,300 gold
1,300
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.