Druid needs line of sight to an important target. Position the screen against actual enemy reach; repeated ranged actions matter only when the enemy cannot quickly engage it.
Watch for: Distance, obstacles, engagement and ammunition are separate conditions. A ranged attribute alone does not guarantee full damage against every target.
Timing, specific abilities and the follow-up plan
The Speed category “Fast” belongs to Heroes I. Check order and reach before acting; Skip is not the later Wait command. Plan hero spells from individual cast supplies.
Attack
7
Defense
5
Damage
5–8
Health
25
Speed
Fast
Shots
8
Base weekly growth
3
Cost per creature: 350 gold
Abilities and limitations
No additional special ability in the reference table.
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.
Druid · reference values before bonuses
Creatures
Total cost
Base health
1
350 gold
25
5
1,750 gold
125
10
3,500 gold
250
Reading this profile correctly
Speed remains in the original game’s named categories. The hero uses individual spell supplies based on Knowledge; the commander casts at a valid opportunity during a friendly troop action.
Resource costs are part of recruitment. For an entire stack, multiply every component, not just gold. Base growth excludes additional town, map and hero bonuses. Zero shots means no regular ranged attack; the creature can still have spells or other active abilities.
28 PC Heroes I creatures from the original manual, pages 80–88. Base combat stats without hero or spell bonuses, base weekly growth and per-creature costs. Speed retains Slow / Medium / Fast categories. Abilities follow the manual’s listed rules. Neutral growth is not stated, and Ghost cannot be recruited normally.