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#1054
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The flight of fancy is good, but technically, we are completely limited in this regard. The only thing that can be done is to adapt some things to specific application formats. I added one more center-perk for each faction (some even got two (totaling 3), but these are all reworked, unused skills that were weak or unpopular. For example: Guardian Angel (Applies a passive stone skin before battle, granting +7 to defense, and revives all troops after they are defeated, one stack at a time) Relentless Counterattack (gives human creatures the "endless retaliation" ability, just like griffins) Relentless Force (the army in melee combat always deals a second strike) Eternal Flame (gives Inferno creatures immunity to fire; the Hellfire ability now also works on counterattacks) Harbinger of Death (all undead creatures apply "Weakness" (-12 attack) to enemies upon attack) Lord of Death (passively applies vampirism to the army, with an effect of 20% life absorption relative to damage) Lord of Shadows (doubles the army's initiative) Guardian of the Forest (passively applies 100% HP regeneration to creatures; for example, dryads will recover 6 HP, while dragons will recover 200) Protection of the Forest (the forest helps the creatures of the Forest Alliance; it entangles enemies with roots when the hero's creatures attack them (similar to the entangling roots of ents)) Magical Invisibility (mage creatures gain "intangibility"; there is a chance that attacks will miss) Protection of Arkat (dwarf creatures gain a lava shield and return 30% of the damage as fire element damage; the formula does not apply to successful attacks; the damage return will be the same as for a normal attack) Wrath of the Elements (removes half of the defense from creatures in the army and transfers it to attack, and also increases initiative by 5) As can be seen from the description, all of this is primarily applying an additional buff to the hero's creatures through a skill. Or adding an ability through a workaround (blood rage).
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