This creature is alive so it can be resurrected.
This creature is bigger than others and occupies four squares on the field.
This creature can move on to any free tile on the battlefield during its turn, regardless of the obstacles in the way.
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).
This creature's Offence property increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).
Enemies never retaliate after melee attacks by creatures with this ability.
Creature's attack entangles enemy with its roots and immobilises it. Creature can immobilise several enemies simultaneously, but the effect only lasts while the creature remains in direct contact with its victims.
During attack creature damages not only the target but any other unit positioned directly behind it.
For this creature and all friendly units located on tiles adjacent to it, magic resistance increases by 30%
Nothing can hinder creature from firing two full shots at the enemy instead of just one.
When this creature attacks the enemy, there is a chance that it will blind it in addition to inflicting regular damage. Blinded creatures cannot move or attack, but regain sight if attacked.
When the creature receives Wait\Defend command, it gets 50% bonus to Defense plus ability to retaliate after all enemy attacks until the next turn.
Creature simultaneously attacks enemies located on all eight adjacent tiles. The targeted enemy gets normal damage, all others affected get half the normal damage.
For the next turn, this creature gains a +30% Defense bonus for every tile it walks.
Any Light Magic spell, except damage-dealing ones, cast by anyone, will also be applied on this creature on Expert level.
The Crystal Dragon is immune to direct killing techniques such as "Deadly Grip," "Slicing Sword," "Point-Blank Shot," etc.
Shooter has no penalty for damage inflicted during ranged attack, provided the range is over half the arena.
This creature's ranged attack ignores 50 percent of the target's Defense and has an extra chance to thrust the target back one tile and stun it.
This creature can increase the hero’s Spell Power by its own Spell Power value, but not greater than the hero’s Knowledge. The effect lasts until the end of the combat or until the creature dies, and is not cumulative (activated ability).
This creature can increase its Attack at the expense of its Defense, taking half the points of the latter and adding them to the former, which lasts until the end of the combat, and gains an extra bonus to its Initiative. Doing so, Treants lose the abilty to entangle enemies (activated ability).
This creature attacks all the targets within the random radius in the selected direction.
Once per combat, this creature can heal and resurrect Treants, or be healed by them (activated ability).
This creature shoots charmed arrows: in addition to normal damage, there's a chance they might stun the enemy and delay their turn.