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I saw a screenshot of an Inferno hero opening a portal on the map and got really excited, thinking it was a way to summon reinforcements from Erathia... I rushed to download and check it out... it's a shame, it would have been so cool to summon demons for mana, depending on the hero's magic skill and level. Oh well.
BUT OVERALL, THE MOD IS GOOD, no, it's GREAT! Best wishes and success to the developers! (So many cool features for free!) Thank you for the opportunity to play it!
The only downside, but it's not the mod's fault, is that you can't choose heroes from the new factions on editor-created maps. (In the editor, so you can play 1v7, otherwise they end up defeating each other... not exactly fairly - after tinkering with the files, my favorite is raising units without reducing their health; or at least 2 computer-controlled opponents on each team, if you play well, but it gets boring quickly... unfortunately, the time-skip cheat doesn't work for me.)
- Most of all, I would like a spell to restore dark energy to all Necromancers (like raising the dead). You cast it on the global map - the hero has a plague animation, like in the Heart of Darkness campaign during the ritual to open the path. And the hero gives up all his mana and movement points, which, multiplied by 25% of his magic skill, turns into dark energy (not a reserve, but a restoration of the missing energy).
- Perhaps for everyone, or perhaps for the "Elemental Lord" - a spell on the global map - Summon Elementals - adding random or all types of elementals to the army, costing 20 mana per elemental, with a 1% discount for each point of magic skill, with a minimum cost of 5 mana. I wouldn't want any other restrictions on the number.
Because, even though he's the "Lord," he doesn't have any PERMANENT minions.
- Also, on the topic of summoning elementals, but already in battle, I had an idea - the ability to resurrect fallen elementals, such as Lava Dragons, and your own "permanent" ones. Hmm, I don't know if it's easier or not to implement - give summoned elementals the ability to do something like "merge" or "transfer essence" - restoring the health or/and number of allied elementals at the cost of their own life. Or another option - the ability "stabilization" - reducing the number by 10 times, but becoming full-fledged units.
- A resurrection table similar to the one for Necromancers, but for resurrecting YOUR own living creatures, for Humans and Elves, although you can also resurrect everyone else. With an analogue of "dark energy" as "light energy."
As an option, "infernal force" - a reserve that is unlimited, but which is replenished only by DEVOURING SOULS. Which can then be used to resurrect killed demons and, possibly, to add remaining summoned units after the battle.
- A spell to create Gargoyles and Golems for resources. I was almost sure that something like that existed, hmm.
By the way, I tried to find "call to arms" for Zephyr, thinking that maybe I could do something interesting with it - but I didn't find it.
Overall, I want the Dark Energy Restoration and the Summoning of permanent elementals the most, the rest is just... an option.
I love the undead, elementals, Sylvan faction, golems, and gargoyles the most. I enjoy playing as them, and it's already good for the undead and Sylvan factions - there's enough that I can change, but you can't really play as elementals, gargoyles, and golems (the other mages don't appeal to me at all). Especially elementals.
P.S. I wanted to breed gargoyles against 7 necromancers with a lot of energy and incredible units - I gave the gargoyles the phoenix rebirth and howl (summoning a squad that is not summoned and dies at the end), and as a result, the resurrection stops working... too bad.
BUT OVERALL, THE MOD IS GOOD, no, it's GREAT! Best wishes and success to the developers! (So many cool features for free!) Thank you for the opportunity to play it!
The only downside, but it's not the mod's fault, is that you can't choose heroes from the new factions on editor-created maps. (In the editor, so you can play 1v7, otherwise they end up defeating each other... not exactly fairly - after tinkering with the files, my favorite is raising units without reducing their health; or at least 2 computer-controlled opponents on each team, if you play well, but it gets boring quickly... unfortunately, the time-skip cheat doesn't work for me.)
- Most of all, I would like a spell to restore dark energy to all Necromancers (like raising the dead). You cast it on the global map - the hero has a plague animation, like in the Heart of Darkness campaign during the ritual to open the path. And the hero gives up all his mana and movement points, which, multiplied by 25% of his magic skill, turns into dark energy (not a reserve, but a restoration of the missing energy).
- Perhaps for everyone, or perhaps for the "Elemental Lord" - a spell on the global map - Summon Elementals - adding random or all types of elementals to the army, costing 20 mana per elemental, with a 1% discount for each point of magic skill, with a minimum cost of 5 mana. I wouldn't want any other restrictions on the number.
Because, even though he's the "Lord," he doesn't have any PERMANENT minions.
- Also, on the topic of summoning elementals, but already in battle, I had an idea - the ability to resurrect fallen elementals, such as Lava Dragons, and your own "permanent" ones. Hmm, I don't know if it's easier or not to implement - give summoned elementals the ability to do something like "merge" or "transfer essence" - restoring the health or/and number of allied elementals at the cost of their own life. Or another option - the ability "stabilization" - reducing the number by 10 times, but becoming full-fledged units.
- A resurrection table similar to the one for Necromancers, but for resurrecting YOUR own living creatures, for Humans and Elves, although you can also resurrect everyone else. With an analogue of "dark energy" as "light energy."
As an option, "infernal force" - a reserve that is unlimited, but which is replenished only by DEVOURING SOULS. Which can then be used to resurrect killed demons and, possibly, to add remaining summoned units after the battle.
- A spell to create Gargoyles and Golems for resources. I was almost sure that something like that existed, hmm.
By the way, I tried to find "call to arms" for Zephyr, thinking that maybe I could do something interesting with it - but I didn't find it.

Overall, I want the Dark Energy Restoration and the Summoning of permanent elementals the most, the rest is just... an option.
I love the undead, elementals, Sylvan faction, golems, and gargoyles the most. I enjoy playing as them, and it's already good for the undead and Sylvan factions - there's enough that I can change, but you can't really play as elementals, gargoyles, and golems (the other mages don't appeal to me at all). Especially elementals.
P.S. I wanted to breed gargoyles against 7 necromancers with a lot of energy and incredible units - I gave the gargoyles the phoenix rebirth and howl (summoning a squad that is not summoned and dies at the end), and as a result, the resurrection stops working... too bad.