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Battle Basement (a mod that doesn’t exist)

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I have a hobby: I love wasting a lot of time and effort. If you share it, if you also enjoy reading walls of changelogs like I do, I invite you to check out my author's vision of the fifth installment of Heroes. In this blog, I will describe the first and main block of the design document for a non-existent mod.
The goal of the mod is simple – to revive some builds and give meaning to some situational abilities. And also to make a battle League. No logic or common sense, just my own ramblings, wishful thinking, plagiarism, and a bit of calculation. I'll call this block – "Battle League". 

BATTLE BASEMENT

General Changes
- While fighting on native soil, units gain +1 to speed.
- Luck increases damage by 1.5 times, instead of 2 times.
- Each faction now has warrior heroes and mage heroes.
- Every third level, heroes gain +1 to one of their primary stats.
- Reduced first-turn variance: creatures with a difference of 2 initiative (previously was 3) or more no longer compete for the same positions on the ATB bar.

Magic
К – spellpower.

School of Light
- Blessing: costs 5 mana (+1); duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К).
- Haste: costs 5 mana (+1); duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К); now belongs to the air element (not applicable to creatures immune to air).
- Stone Skin: duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К); added armor is calculated by the formula 4+0.2*К/6+0.2*К/8+0.25*К/10+0.25*К (was +3/6/9/12 depending on skill) according to mastery level.
- Evasion: now a darkness spell.
- Dispel Magic: costs 8 mana (-2); mass dispel costs twice as much.
- Regeneration: now a third circle spell.
- Teleportation: now a summoning spell.
- Celestial Shield: now a light spell of 3rd level; percentage of damage absorbed changed to 25*А, where A is mastery level from 1 to 4, and the amount of damage absorbed to 100+25*К (previously always blocked 50% damage, shield threshold was 600+60*К).
- Righteous Strike: costs 8 mana (+2); duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К); additional attack calculation 4+0.2*К/6+0.2*К/8+0.2*К/10+0.2*К (was 3/6/9/12).
- Blindness: now a light spell of 4th level; costs 15 mana (+5).
- Divine Vengeance: costs 16 mana (+2); damage calculation X*A*(10+0.1*К)+К, where A is mastery level from 1 to 4, and X is the square root of the sum of all creatures killed by the stack, multiplied by the level of the killed creatures (was (К+7)*А*Х).
- Resurrection: costs 20 mana (+5): resurrected creatures calculation 10*А*(5+К), where A is mastery level from 1 to 4 (was 20+5*К/40+10*К/60+15*К/240+30*К).
- Holy Word: costs 26 mana (+11); damage calculation 50*А+15*К, where A is mastery level from 1 to 4 (was 8+2*К/12+3*К/30+6*К/144+12*К); attempts to dispel all darkness school effects on the battlefield (including friendly) with a basic level "Dispel Magic".

School of Darkness
- Weakness: costs 5 mana (+1); duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К).
- Slow: costs 5 mana (+1); duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К); now belongs to the earth element (not applicable to creatures immune to the earth element).
- Sorrow: now a second level spell; costs 6 mana (+1).
- Destructive Ray: now a third level spell; costs 6 mana (+1); destroys А*2+0.1*К armor, where A is mastery level from 1 to 4 (was -3/4/5/6).
- Plague: costs 8 mana (+2); deals damage by formula 50+10*К, (was 32+8*К).
- Confusion: now a second circle spell; no longer affects shooting; duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К).
- Suffering: costs 7 mana (+2) duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К); attack reduction calculation 4+0.2*К/6+0.2*К/8+0.2*К/10+0.2*К (was -3/6/9/12).
- Evasion: now a darkness spell of third level; duration calculation A+0.1*К, where A is mastery level from 1 to 4 (was spell duration = К).
- Subjugation: now a fourth level spell; victims of subjugation wake up immediately after taking damage, retaliating against any attacker.
- Berserk: now a fifth level spell; costs 20 mana (+5).
- Unholy Word: costs 26 mana (+11); damage calculation 50*А+15*К, where A is mastery level from 1 to 4 (was 8+2*К/12+3*К/30+6*К/144+12*К); attempts to dispel all light school effects on the battlefield (including friendly) with a basic level "Dispel Magic".

School of Chaos
- Magic Arrow: costs 5 mana (+1); damage calculation 50+А*3*К, where A is mastery level from 1 to 4 (was 48+8*К/56+8*К/64+8*К/78+8*К); now deals air damage.
- Stone Spikes: costs 7 mana (+2); damage calculation 50+А*3*К, where A is mastery level from 1 to 4 (was 24+8*К/32+8*К/40+8*К/48+8*К); deals physical damage, but still belongs to earth spells (not applicable against earth elementals, but damage bonuses from elemental chains still work).
- Ice Block: costs 8 mana (+2); damage calculation (50+3)*А*К, where A is mastery level from 1 to 4 (was 60+12*К/72+12*К/84+12*К/96+12*К).
- Lightning Bolt: damage calculation 14*К/16*К/18*К/20*К, where A is mastery level from 1 to 4 (was 11+11*К/14+14*К/17+17*К/20+20*К).
- Fireball: damage calculation А*5*К, where A is mastery level from 1 to 4 (was 11+11*К/14+14*К/17+17*К/20+20*К).
- Cold Ring: costs 10 mana (+1); damage calculation 50+А*3*К/75+А*3*К/100+А*3*К/125+А*3*К, where A is mastery level from 1 to 4 (was 60+12*К/72+12*К/84+12*К/96+12*К).
- Wall of Fire: damage calculation: А*4*К, where A is mastery level from 1 to 4 (was 9+9*К/11+11*К/13+13*К/15+15*К).
- Chain Lightning: damage calculation А*7*К, where A is mastery level from 1 to 4 (was 10+10*К/15+15*К/20+20*К/25+25*К).
- Meteor Shower: costs 20 mana (+1); damage calculation 100+А*5*К, where A is mastery level from 1 to 4 (was 9+9*К/12+12*К/15+15*К/20+20*К).
- Armageddon: costs 26 mana (+6); damage calculation А*8*К fire damage + 6*А*К physical damage, where A is mastery level from 1 to 4 (was 9+9*К/12+12*К/15+15*К/30+30*К fire damage and (5+5*К)*А phys. damage).
- Earth Shock: costs 20 mana (+2); damage calculation 44*К (was 12+12*К/17+17*К/20+20*К/40+40*К).
- Stopping Cold: costs 14 mana (+3).

School of Summoning
- Fisting costs 6 mana points (+1); damage calculation 30+4*А*К (was 20+4*К/30+6*К/40+8*К/50+10*К).
- Fire Trap: mines appear: 4/6/8/10 depending on skill level (was 2/4/6/8).
- Swarm Summoning: damage calculation А*25+А*К (was А*(10+2*К)); considered an earth spell.
- Arcane Crystal: damage calculation 60+А*6*К (was 40+8*К/60+12*К/80+16*К/100+20*К); deals physical damage.
- Wall of Swords: now a second level spell; costs 10 mana (-2); duration calculation 1+0.1*К (was 5 turns).
- Raise Dead: now a third level spell; costs 10 mana (+1); raised creature health calculation 80+20*К/120+25*К/160+30*К/200+35*К (was 120+15*К/160+20*К/200+25*К/240+30*К).
- Teleportation: now a summoning spell of third level.
- Earthquake: costs 8 mana (+1); outside sieges stuns all non-flying enemy creatures for 0.3 turns; deals damage to fortification walls in the amount of 0-100/50-200/100-300/200-400 (was 0-100/0-200/50-300/100-400); both in sieges and outside instantly destroys arcane crystals, walls of swords, and hives (starting from advanced level).
- Summon Elementals: costs 15 mana (-2).
- Summon Phantom: now a fifth level spell; no longer has restrictions on the level of copied creatures; formula for calculating summoned reinforcements in percent К*5; phantoms retain 20% of the originals' health.
- Celestial Shield: now a light spell.
- Summon Phoenix: costs 30 mana (-5); phoenix speed 8 (+1); phoenix is now an elemental; phoenix gained the ability "Crystalline Scales" - the creature cannot be killed by instant death abilities such as "Deadly Touch" or "Severing Blade" ("Deadly Cold" and "Sworn Enemy", however, still work).

Skill Wheel

Faction Perks:
- All League heroes can see enemy creature elements by default.
- Elemental Sense: now an active ability, when used the hero charges a selected enemy unit with all elements at once; using this ability pushes the hero to position 0.5.
- Dark Ritual: no longer spends movement points, but also activates at the beginning of the day; the ritual drains the hero's mana to zero, and the next day fully restores it.

Light Magic:
- 1 Granting Protection: "Stone Skin" spreads to all stacks, and "Celestial Shield" gets +3 to spellpower. Mass "Stone Skin" costs twice as much as the single version. By using any version of these spells, the hero is pushed to position 0.3.
- 1.1 Fire Protection: renamed to "Magic Protection"; allied creatures receive 15% protection from magic damage if under the effect of a light spell.
- 2 Righteous Wrath: "Righteous Strike" and "Haste" get mass versions with double the cost. Using any version of these spells pushes the hero to position 0.3. "Blindness" gets +4 to spellpower when calculating effectiveness.
- 2.1 Seal of Light: teaches the hero the "Holy Word" spell and empowers it; attempts to dispel all darkness school effects on the battlefield (including friendly) with a basic level "Dispel Magic".
- 2.2 Storm Wind: enemy flying creatures get -1 speed and -15% initiative.
- 3 Granting Blessing: "Blessing" gets a version that affects all stacks, and "Cleansing" affects a 4*4 area. The cost of mass versions is twice that of single versions. Using any versions of spells pushes the hero to position 0.3.
- 3.1 Secrets of Light: whenever mages in the hero's army use a light spell, the hero gains +2 mana; whenever the hero uses a light spell, mages in his army gain +2 mana.
- 3.2 Eternal Light: light spells are twice as hard to dispel, and opposite darkness spells fail 50% of the time.
- Twilight: unavailable to League heroes.

Dark Magic:
- 1 Master of Pain: "Suffering" gets a version that affects all stacks, and "Plague" affects a 4*4 area. The cost of mass versions is twice that of single versions. Using any versions of spells pushes the hero to position 0.3.
- 1.1 Seal of Darkness: teaches the hero the "Unholy Word" spell and empowers it; attempts to dispel all light school effects on the battlefield (including friendly) with a basic level "Dispel Magic".
- 1.2 Cursed Ground: upon moving from their spot, enemy non-flying stacks receive 4 damage for each hero level.
- 2 Master of Curses: "Slow" and "Weakness" get versions that affect all stacks. The cost of mass versions is twice that of single versions. Using any versions of spells pushes the hero to position 0.3.
- 2.1 Weakness of Darkness: when calculating the effectiveness of enemy spells, their spellpower is reduced by 20%.
- 3 Master of Minds: "Confusion" and "Evasion" get versions that affect all stacks. The cost of mass versions is twice that of single versions. Using any versions of spells pushes the hero to position 0.3. Enhances "Subjugation", when calculating the effectiveness of this ability the hero's spellpower is increased by 4.
- Dark Restoration: now a sorcery perk.

Chaos Magic:
- 1 Master of Cold: cold spells cut enemy speed by 30% for one turn (instead of freezing the turn).
- 1.1 Deadly Cold: target stacks of ice spells receive additional damage equal to the health of creatures in those stacks.
- 2 Master of Elements: both air and earth spells push enemies back by 20% on the ATB bar.
- 2.2 Secrets of Chaos: the hero gains +2 knowledge and one chaos spell of level 1-3.
- 3 Master of Fire: fire spells reduce enemy defense by 50% for one turn.
- 3.1 Mana Blast: using magic, mages in the enemy army explode, dealing 10*hero level fire damage to themselves and all other enemy caster creatures.
- 3.1.1 Pyrokinesis: fire spells deal an additional 100% of the original damage over 3 turns.
- Cold Steel: now a chaos perk; unavailable to Dungeon heroes.
- Fire Fury: unavailable to Dungeon heroes.

Summoning Magic:
- 1 Master of Spells: empowers "Raise Dead", "Summon Elementals", and "Summon Phoenix", when calculating their effectiveness spellpower increases by 4.
- 1+2.1 Fire Warriors: requires studying "Master of Spells" and "Master of Life"; when the hero summons elementals or a phoenix, an additional stack of fire elementals appears on the battlefield with a size of A*hero level, where A is mastery level from 1 to 4 (previously summoned elementals were always fire, and there were 40% more of them).
- 2 Master of Life: empowers "Swarm Summoning", "Magic Fist", and "Hive Summoning", when calculating their effectiveness spellpower increases by 4.
- 2.1 Banishment: deals damage to all summoned creatures; damage calculation 20*(hero level+А), where A is mastery level from 1 to 4 (was 10*(hero level+1/2/3)).
- 3 Master of Earth: empowers "Wall of Swords" and "Fire Trap", when calculating their effectiveness spellpower increases by 4. Enhances "Earthquake", now deals damage to enemy non-flying creatures.
- 3.1 Misty Veil: reduces enemy shooter damage by 20%.
- 3.1.1 Earth Tremor: enhances "Earthquake", now it deals earth damage to creatures behind the fortification wall by formula 100+8*К (was 10+5*К).
- 3.2 Surprise Attack: enhances "Teleport", teleported creatures are shifted by 0.5 on the ATB bar.

Sorcery:
- 1 Arcane Knowledge: hero spells cost 20% less mana.
- 1.1 Dark Restoration: now a sorcery perk; at the start of battle, the hero additionally restores 1 mana for every 2 levels; mana from negated spells is returned to the hero in full, and the hero himself is pushed to position 0.3.
- 2 Mana Regeneration: mana recovery rate is doubled.
- 1+2.1 Distraction: the hero gains +1 to spellpower; upon using a spell, the enemy hero is pushed back on the ATB bar by 0.2.
- 3 Wisdom: the hero gains +1 to knowledge, and the ability to learn any third-level spells.
- 3.1 Arcane Revelation: the hero gains a spell of level 1-3 and +2 to spellpower.
- 3.1.1 Arcane Advantage: the hero gains +2 to spellpower and +1 to knowledge.
- Sharp Mind: now an education perk.
- Counterspell: removed from the game.

Offense:
- Offense: now gives a bonus 10/20/30% additional damage in melee (+5/10/15%), and also moves the hero to position 0.1/0.2/0.3 when using attack.
- 1 Tactics: the area for deploying the hero's troops is increased by 1 row if the enemy does not have "Tactics".
- 1.1 Swift Magic: the hero gains the advanced "Mass Haste" spell.
- 2 Battle Frenzy: the base damage of all the hero's troops increases by 1.
- 3 Archery: shooter damage bonus 30% (+10%).
- 3.1 Precision Fire: shooters in the hero's army gain +2 to attack, and their effective shooting range increases by 1.
- 4 Devil's Strike: now available to Dungeon heroes; increases the hero's attack damage by 1.5 times and gives a 30% chance to apply Weakness (previously gave a 30% chance to increase hand damage by 200%).
- 4.1 Witch's Strike: new perk, unique to Dungeon heroes, requires studying "Elemental Sense"; the hero's attack applies the "Elemental Sense" effect.
- Flaming Arrows: now a war machines perk.
- Cold Steel: now a chaos perk.
- Retaliation: now a leadership perk.

Defense:
- Defense: now gives a bonus 10/20/30% defense in melee (+5/10/15%), and also enhances the "Defend" order by 50/100/150%, increasing the stack's defense by 45/60/75%.
- 1 Reflection: the hero's stacks receive 15% less damage from magic.
- 1.1 Strength of Stone: the hero gains the ability to cast mass "Stone Skin" at an advanced level.
- 2 Endurance: all creatures in the army gain +2 health.
- 2.1 Resistance: adds 12% health to the hero's creatures (previously gave 2 armor).
- 3 Evasion: reduces damage from enemy ranged attacks by 30% (+10%).
- 3+2.1 Stalwart Defense: an allied defending stack gains +4 defense for each blow received; the bonus lasts until the defending stack's turn.
- Fight to the Last: now a leadership perk.
- Readiness: haven't decided yet, I can shove it somewhere else later.

Luck:
- Luck: besides a +1/2/3 luck bonus, for each won battle the hero receives 0-100/25-200/50-300 gold.
- 1 Sorcerer's Luck: hero spells cost 0-50% less mana.
- 1+2.1 Asha's Favor: adds 1 luck; the hero has a chance to cast a critical spell that is 50% more effective; critical spell chance is 10*hero luck.
- 2 Magic Resistance: units in the hero's army have a 15% chance to negate negative spells.
- 2.1 Magic Glitch: enemy mage spells (including the hero's) fail 15% of the time.
- 3 Soldier's Luck: units in the hero's army use their abilities twice as often.
- 3.1 Deadly Misfortune: all enemy stacks receive -1 to luck.
- 3.1.1 Luck Thief: requires "Deadly Misfortune"; the hero gains +1 luck, and the enemy -1.
- Luck on the Road: removed from the game.
- Trophies: removed from the game.

Leadership:
- 1 Recruitment: increases creature growth of levels 1, 2, and 3 by 3, 2, and 1.
- 1.1 Fight to the Last: upon the death of any of the hero's stacks, 1 creature with 1 health always survives if there were several creatures in the stack before its demise.
- 2 Treasurer: daily the hero puts 250+10*hero level gold into the treasury.
- 2.1 Diplomacy: when attacking neutrals, before each battle the hero has the opportunity to buy out 20% of the creatures (rounded down) for 200% of the price; the ability does not apply to undead, constructs, and creatures of opposing alignment.
- 3 Intimidation: lowers enemy army morale by 1.
- 3.1 Sadism: available only to "evil" factions; controlled units gain +1 to morale for one turn when attacking in melee; attacked creatures lose 1 morale (the effect from multiple hits does not stack).
- 3.2 Inspiration: the hero gains the ability "Inspiration": restore 50% of an allied stack's movement.
- Retaliation: unavailable to Dungeon heroes.

Logistics:
- 1 March: adds +1 to the initiative of allied creatures if the hero's army is attacking.
- 2 Scouting: the hero's sight radius increases by 50% (base 20 units). The hero can see the exact number of creatures in other armies if they do not have "Camouflage"; all allied creatures are shifted by 0.2 on the ATB bar on the first turn.
- 2.1 Camouflage: the hero's sight radius increases additionally by 50% (base 20 units); the composition of the hero's army, except for the strongest stack, is hidden from the enemy if they do not have "Scouting"; additionally reduces enemy creature initiative by 1 if the hero's army is defending.
- 2.2 Arcane Insight: the hero sees the enemy hero's inventory and spellbook in battle; the hero gains the ability to learn spells used by any stacks or the enemy hero in battle; when visiting magical shrines on the map, the hero unlocks one additional spell of level 1-3 (depends on the shrine level).
- 3 Pathfinder: replaces "Pathfinding"; movement penalty for difficult terrain is reduced by 50%; the hero's units consider any terrain native.
- 3.1 Looting: the hero does not spend movement points for collecting resources, entering buildings, or boarding a ship.
- Navigation: removed from the game. Completely. HAHAHA

Education:
- Education: no longer adds stats.
- 1 Sorcerer's Reward: the hero's spellpower increases by 3 for each expert magic school.
- 2 Graduate: the hero's knowledge increases by 3 for each expert magic school.
- 2.1 Bald Man: the hero's maximum mana pool increases by 40%.
- 3 Military Art: the hero's defense and attack increase by 2 for each expert level in "Offense", "Defense", "War Machines", and "Leadership".
- 1+2.1 Scholar: the hero can freely exchange spells with other heroes; when visiting a mage guild, the hero unlocks one additional spell of level 1-4 (depends on the mage guild level).
- 1+3.1 Sharp Mind: now an education perk; at the start of the turn, the hero moves forward by 0.3 on the ATB bar.
- Arcane Insight: now a logistics talent.

War Machines:
- Without the war machines skill, heroes can only carry one war machine – a catapult during sieges and a ballista, or ammo cart, or first aid tent in regular battles. Each point of the skill allows using one additional war machine.
- Catapult: deals 100-200 damage to fortification walls; 450 health; defense 20; initiative: 10.
- Ammo Cart: increases the ammo of shooters, ballista, and first aid tent by 50%, and also increases the attack of shooters by 1; 100 health; defense: 5.
- First Aid Tent: has 10 charges; heals 25 health without the skill; health: 100; defense: 5; initiative: 8.
- Ballista: has 8 shots; 150 health; damage calculation formula changed to B*(attack+hero knowledge):2, where B = 2/4/6/8 depending on skill; attack: 4; defense: 4.
- War Machines: allows using +1/2/3 war machines; increases the durability and effectiveness of all war machines (all basic machine stats are improved, excluding initiative) by 100/200/300%.
- 1 Ballista: the player gains the ability to control the ballista; the ballista is repaired if destroyed; an additional bonus of hero level*0.5 is added to the ballista's attack.
- 1.1 Rapid-Fire Ballista: the ballista makes three shots per turn.
- 2 First Aid: if destroyed, the tent will be repaired; the tent removes one negative effect per use, starting with poisons and stuns and ending with third-level darkness spells.
- 2.1 Alchemical Tent: the tent can now resurrect; the tent's durability increases by 100%; the tent's effectiveness is doubled.
- 3 Siege Wagon: the hero takes control of the catapult during sieges; the catapult hits the designated point 40% of the time; the ammo cart will be repaired if destroyed.
- 3.1 Sulfur Rain: the catapult gains a special ability – 3 times per turn it can cast "Meteor Shower" by formula 150+А*4*hero level, where A is skill level from 1 to 3; the ballista ignores 50% of enemy armor and deals an additional 12*hero level fire damage.
- 1+3.1 Ballistic Training: 15% of enemy creatures die before the start of the next battle.
- Plague Tent: now a unique Necropolis perk.


Dungeon Heroes:

Warlock:

List of heroes: Irbet, Erinn, Sinitar, Letos

Starting stats:
Attack: 2
Defense: 0
Spellpower: 3
Knowledge: 2

Stat growth:
Attack: +15%
Defense: +10%
Spellpower: +45%
Knowledge: +30%

Skill preferences:
Light: 2%
Darkness: 10%
Chaos: 15%
Summoning: 10%
Sorcery: 15%
Offense: 8%
Defense: 5%
Luck: 15%;
Leadership: 2%
Logistics: 8%
Education: 8%
Machines: 2%

Hero specializations:
- Erinn: Witches' Sabbath – twilight witches/shadow matrons/night mistresses always attack the target of the hero's spells, dealing 50+hero level percent damage from a normal attack (shots are not used; night mistresses only attack if they stand next to the spell's target).

Lord-Warlock:

List of heroes: Vayshan, Sorgal, Iranna, Kifra

Starting stats:
Attack: 4
Defense: 0
Spellpower: 2
Knowledge: 1

Stat growth:
Attack: +45%
Defense: +15%
Spellpower: +25%
Knowledge: +15%

Level-up skill preferences:
Light: 2%
Darkness: 10%
Chaos: 15%
Summoning: 2%
Sorcery: 2%
Offense: 15%
Defense: 8%
Luck: 15%
Leadership: 8%
Logistics: 10%
Education: 8%
Machines: 5%

Hero specializations:
- Kifra: Slave Trader - the growth of all types of minotaurs increases by 1+0.2*hero level, rounded down.

Dungeon Creatures:

Scouts (base): base growth: 8 (+1); defense: 2 (-1).
Assassins (upgrade): base growth: 8 (+1); health: 12 (-2); poison deals 2 damage per assassin (+1).
Scouts (alt-upgrade): base growth: 8 (+1); health: 16 (+1); poison deals 2 damage per stalker (+1); "Invisibility" replaced with "Agility".
Beasts (base): base growth: 6 (+1).
Furies (upgrade): base growth: 6 (+1); health: 18 (+2).
Maegers (alt-upgrade): base growth: 6 (+1); health: 22 (+1); "Enemy does not resist" replaced with "Stun".
Minotaurs (base): health: 34 (+3); "Courage" changed to "Fierce Retaliation".
Fierce Minotaurs (upgrade): formerly "Minotaur Guards"; attack: 6 (+1); initiative: 9 (+1); defense: 4 (+2); retain "Fierce Retaliation", add "Double Strike".
Minotaur Guards (alt-upgrade): formerly "Minotaur Overseers"; attack: 4 (-2); defense: 8 (+3); initiative: 8 (-1); retain "Fierce Retaliation", gain "Aura of Magic Resistance" 20%.
Lizard Riders (base): health: 50 (+10).
Dark Riders (upgrade): attack 12 (+2); initiative: 12 (+1); damage 10-14 (+3; 0); health: 55 (-5).
Swift Riders (alt-upgrade): attack: 10 (-2); defense: 12 (+3); damage: 8-15 (+1; +1); health: 65 (+5); initiative: 11 (-1); "Passing Attack" deals 50% normal damage (+25%).
Twilight Witches (base): now a 5th tier unit; growth: 3 (+1); attack 14 (-4); defense 10 (-8); damage: 12-18 (-5; -6); health: 50 (-30); mana pool: 12 (+1); cost: 800 (-600).
Shadow Matrons (upgrade): now a 5th tier unit; growth: 3 (+1); attack 15 (-5); defense 10 (-10); damage: 14-20 (-3; -7); health: 60 (-30); mana pool: 16 (+2); spellbook: slow – expert, destructive ray – advanced, confusion – advanced, righteous strike – basic; "Whip Strike" replaced with "Witch's Strike"; cost: 900 (-800).
Night Mistresses (alt-upgrade): now a 5th tier unit; growth: 3 (+1); attack 16 (-4); defense 12 (-8); damage: 15-22 (-5; -8); health: 65 (-35); mana pool: 16 (+2); spellbook: slow – expert, righteous strike – advanced; evasion – expert; "Whip Strike" replaced with "Witch's Strike"; cost: 900 (-800).
Someone, please delete those disgusting fishnet tights. Give them a faux black leather jacket too, and hello, late 90s highway. You could easily throw in "Pimp" as an additional ability - each unit brings in 50 gold coins per night.
Hydras (base): now a 6th tier unit; growth: 2 (-1); attack: 18 (+3); defense: 16 (+4); damage: 12-18 (+5;+4); health: 100 (+20); "Rage" replaced with "Regeneration"; "Regeneration" restores 60-100 health (+20; +50); cost: 1200 (+650).
Cave Hydras (upgrade): now a 6th tier unit; growth: 2 (-1); attack: 20 (+5); defense: 22 (+7); damage: 14-20 (+5;+7); health: 160 (+35); "Regeneration" + "Attack with 6 Heads"; cost: 1600 (+800).
Dark Hydras (alt-upgrade): now a 6th tier unit; growth: 2 (-1); attack: 22 (+8); defense: 18 (+3); damage: 14-20 (+5;+7); health: 150 (+15); speed: 6 (+1); "Acid Blood" + "Attack with Six Heads"; "Regeneration" replaced with "Battle Rage" (upon taking damage, the unit gains +2 initiative and +4 attack for 2 turns); cost: 1600 (+800).

Dungeon Town

- Sacrificial Pit: requires 2000 gold and 5 sulfur (+1000 gold); increases the growth of beasts/furies/maegers by 1; functionality changed, now you need to sacrifice one unit and magic in exchange for increased growth of beasts/furies/maegers and all types of minotaurs equivalent to 100 mana and one creature to the growth of second and third level creatures.