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TBM - Tournaments balance mod

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#217
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Gerter
If you think about it, it's easy to understand that upgrading SA (by the way, it's not available in the mod and is very situational) is not the same as using runes, which are easily accessible and cost almost nothing (and give advantages that are almost as great as the 3rd level of Wrath, but okay).
I disagree. The third level of Blood Wrath is very powerful in itself, if only because the creatures are strengthened by a factor of two (the same goblins, +2 to life, crippling strike, and the enemy does not retaliate), and for Cyclops, it's even better (they gain an aura of terror and attack with fear). At the same time, the Elven "True Luck" and the Dwarven "Absolute Defense" are also very powerful; the former kill almost with one attack (the damage is not even doubled, but 2.5 times due to "Elven Luck"), and the latter are almost impossible to kill (not only do the dwarves start retaliating against everyone who attacks them, but they also stand in "Defensive Formation," and with the Dragonform rune, it's just overpowered). But not all super abilities are that great. "Arcane Knowledge" isn't particularly useful, although knowing all the spells is quite cool. The Demonic "Ur-Gosh's Call," the Necromantic "Scream of Horror," and the Dark Elf "Fury of the Elements" I consider to be average, because they seem good, but they don't measure up to the top three. Also, the Human super ability remains questionable; doubled damage from Overseer, in my opinion, isn't that great; it could have been made better.
But this is just my opinion
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь