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The Seraphs received Divine Retribution, and the Adepts had their spell of Disruption removed, or whatever it was called; I don't remember exactly.
To be honest, I don't quite understand why the Mentor is needed. We choose the skills and abilities ourselves, and I think we do so consciously. Therefore, there is no point in changing them further. The only exception is the Witch Hut – it can give something undesirable, but no one is forcing anyone to go there.
And the Tower of the Astrologer – the same. Changing it for a week (and the bonuses/penalties from it are not too important, in my opinion) for such a huge amount of money, which could be spent on something more useful. And if you consider the frequent appearance of weeks like the Week of the Sparrow/Dead Calm, etc., which don't affect anything at all, then the building loses its meaning.
And what if there's a week that gives your faction -20% initiative? Or a week of some monster that your enemy has? They weakened Deleb: "Fireball is cast at the expert level: damage = 20+20*K, where K = -2 + Hero_Level/5, rounded up." That is, before level 6, the fireball from the ballista will not deal any damage at all, and up to level 11, it will only deal 20 damage, etc.
True, they added "rapid-fire ballista" and "fire arrows" for the Inferno faction....
Yeah, and it will be especially funny for Deleb when a mage with control over machines plays against her and steals her ballista))) or, for example, a ranger with pyrokinesis, fire arrows, enchanted ballista, rapid-fire ballista, and sulfur rain, and if you also enchant the enchanted arrows with fireball..., the main thing is to have enough mana, but we have alternate druids for that, who transfer MP and SP