| Author | Take Roots - What Does It Do? | 
			
Hi, I was looking over the new upgrades and noticed that Ironroot Treefolk have the Special Ability 'Take Roots'.  
 
Since this new ability isn't listed in the Special Abilities Help Section yet, I thought I'd ask here to see if anyone knows.  | 
| Gives +50% defense and unlimited retaliation .  | 
| Oh so very cool. Thanks. :-)  | 
It is only if you defend. 
So if you press wait, move or attack you dont get +50% defence and unlimited retaliation. 
Its only if you defend, and for that 1 turn.  | 
| i wonder what happens if you use it with "stand your ground" talent  | 
ahhh the things i can do with that: 
 
A deadly enemy stack incoming, take reta with 1 unit, attack with treefolk, enemy stack ensnared, move archers in range, defend treefolk, deadly enemy stack gets violated...  | 
| yeah this unit was created to protect our existence, our shooting troops  | 
hmmm..i have another argue: 
it name is "take roots", then i think if you defend, you get 50% defend, unlimited retal, but your snare get off (because the roots used to ensnare was taken)..this make more sense to me..how?  | 
i wonder what happens if you use it with "stand your ground" talent  
 
According to HOMM5, +100%  | 
| "Special abilities" page updated to include upg. tier 6 creature specs.  | 
# Blade of doom: 
This creature's attack or retaliation is guaranteed to slay at least one enemy creature. (Its final damage is increased by its target's HP) 
This ability will only have effect at a Mercernaries' Guild monster when the latter has less than 1000 HP.  
 
so they have to knock it to below 1k hp before they can use it  | 
for navimegaman: 
correct. Before that, they will be dealing normal damage on every attack, as if they didn't have the "Blade of doom" ability.  |