Skeleton Archers: damage 2-2 (was 1-2)
Greater Liches: Raise Dead and Weakness at Expert level (were at Advanced).
Banshees: Wail (15 morale) x2, increased by 1.5 times
Ghost Dragons: Expert Weakness (was at Advanced).
Druids: Advanced Initiative 9 (was 10).
Crystal Dragons: +Crystal Scale (immunity to abilities that kill exactly 1 creature).
Bears: reduce the chance of scaring smaller creatures (by 1.5 times).
Yettis: 100% damage from Flame Strike (instead of 120%)
Minotaurs: Advanced Initiative 10 (was 8), Expert Morale Aura up to +3 (was +1).
Hydras: Advanced damage 11-14 (was 9-12), Expert regeneration 60-100 (was 30-50)
Red Dragons: damage and health like Black Dragons, additionally 200% burning.
Griffins: Advanced 200% Frenzy (was 150%), 100% Pike (was 75%).
Adept: Advanced Retribution (was Expert).
Seraphim: Expert Retribution (was Advanced).
Imps: all steal 1/8 mana (was 1/4 for base and advanced).
Cerberuses: damage 5-7 (was 4-7).
Pitfiends: Expert Fireball and Meteor Shower (were at Basic).
Wyverns: poison 10 (was 5), scavenger 30% (was 20%), regeneration 60-100 (was 30-50) - I'm not sure about this because of the effectiveness.
Cyclops: Advanced Initiative 10 (was 9).
Goblins: 2 repairs (was 1).
Golems: Advanced 100% Chaos Healing (was 50%).
Titans: Lightning 40, Storm 20, penalty 5%.
By the way, the Dwarves still have an unused ability called "Flame of Vengeance"; what do you think, who should it be given to? I usually gave it to the Arcata Dragons (because their breath is so-so, and they even took away the fire shield); I'm not sure if that's a wise decision.