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Generally, Harmony is a fully independent mod that changes the game in many ways, and attempting to integrate it into a collection will most likely require some cuts, which will lead to a disruption of the mod's internal balance. So, I'm not sure if the integration into a collection will go smoothly, but I'm not against it. Finally, on Thursday, I will be able to dedicate a full day to the mod – I have a completely free day, not just 1-2 hours here and there. I won't promise anything, but it's possible that I'll release something on Thursday.
Right now, I'm thinking about this:
The "vampirism" spell – essentially, its main effect is not the "drain" ability, but the transformation of a unit into undead (its relationship to holy/unholy spells, morale, poison, mind magic, etc.).
How can anyone who has studied dark magic turn a unit into undead? According to general fantasy canons, necromancy is associated with darkness and dark arts, as well as other unholy things and even demons, but we have a specific case – Ashan, where there are clear distinctions between the concepts of "necromancy," "darkness," "chaos," etc., and all of this is by no means the same thing. Necromancy is not related to dark magic – darkness comes from Malassa, and necromancy is, roughly speaking, a sub-branch of primordial magic and has nothing to do with Malassa (the only connection between necromancy and darkness is the fact that Malassa was involved in the creation of Mother Namtara).
In general, I'm thinking of separating vampirism from dark magic and giving it only to necromancers. Besides, dark magic is usually more powerful than light magic, so some weakening will balance it out (losing the ability to remove mind magic and poison). In ToE, dark magic is the only magic that is useful regardless of the game's stage.
... И древний лес, роскошен и печален, Блистает там воздушностью прогалин. Но между кедров, полных тишиной, Расщелина по склону ниспадала. О, никогда под бледною луной Так пышен не был тот уют лесной...