Minotaur Lord 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
Speed 6 and Initiative 6 govern different parts of the turn. This profile lists ability costs of 2 Focus charges; compare them with the shared pool, cooldown and competing activations.
Unyielding Will: Ignores enemy attack attributes when receiving hits for the rest of the round. Other damage sources and multipliers do not automatically disappear. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Magic Creature: This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Attack
11
Defense
15
Damage
12–14
Health
40
Speed / reach
6
Initiative
6
Movement type
Ground
Retaliations per round
1
Initial morale
1
Initial luck
0
Morale limits
0 … 5
Luck limits
-5 … 5
Base weekly growth
5
Creature type
Magic Creature
Cost per creature: 530 gold
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Unyielding Will
Ignores enemy attack attributes when receiving hits for the rest of the round. Other damage sources and multipliers do not automatically disappear. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Magic Creature
This type normally allows morale from −3 to +3 and luck from −5 to +5. Casualties can supply Necromancy; individual immunities apply separately.
Melee Attack
Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.
Parry
When attacked, its retaliation lands before the incoming strike. Removing attackers first can change the ensuing exchange.
Eager for Battle
This creature keeps positive morale with a maximum of 5. Each total morale point adds five percentage points to the chance of an extra turn.
Blood for Blood
Each instance of damage received adds 1 morale. Evaluate extra turns using the resulting morale and its applicable limits.
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.
Minotaur Lord · reference values before bonuses
Creatures
Total cost
Base health
1
530 gold
40
5
2,650 gold
200
10
5,300 gold
400
Reading this profile correctly
This profile retains build 25672315, dated 2026-10-10. It is a dated reference export rather than automatic public-beta 0.82 values. Summoned and converted creatures use their own acquisition conditions.
Speed determines movement reach and initiative determines action order. Focus points differ from full charges: normally six points fill one charge. Ability costs use charges; zero identifies a verified free activation. Weekly growth and price exclude hero, law and other bonuses. Summons and conversions have separate acquisition rules. The full inventory of alternative free attacks, turn-ending conditions and some restrictions still needs expansion.
147 profiles from the game-data extract for build 25672315, dated 10 October 2026: 126 town forms across six factions, Fire Larva and 20 neutral profiles, including temporary Avatar and conversion-acquired Lich Dragon. Both alternative upgrades have separate cards. Creature type, attacks, movement, morale and luck remain distinct; abilities list Focus cost and cooldown. Supplementary official-wiki revisions are cited separately. Public beta 0.82 has different balance and additional neutrals; those values are kept separate from this reference build.