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#31
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As I see it, the following comments can be made: 1) Regarding banned heroes, it's not necessary to ban all heroes specializing in 3rd and 4th level magic; instead, only ban those with 4th level combat magic, such as Meteor Shower and Chain Lightning (even Resurrection is questionable, as it's allowed on other resources). This is because heroes specializing in prayer or other types of magic are not overpowered against dragons, and they can be allowed to be developed without any restrictions. As for heroes with 3rd level magic, the only restriction should be placed on Tanta: using Resurrection against an opponent should be prohibited until they rebuild in the guild, but it can be allowed against monsters (as it would be tedious to check if it's against monsters, and it wouldn't be overly powerful in the early game, as there are many battles for Necromancers, making it disadvantageous to fight). Also, mana is only enough for one Resurrection. For all other heroes, the magic is not overpowered, and allowing them to be developed won't cause any major problems. A separate ban should be placed on Mueller: he should not be developed beyond level 2 (once he reaches level 3, he should be dismissed). If he is released from prison, he should also be dismissed after reaching +2 levels. The same applies to Necromancer specialists: if they are released from prison and gain +2 levels, they should be dismissed. It wouldn't be fair if a player attacks a prison, breaks through its defenses (which can be very strong for heroes of level 10 or 20), and then has to dismiss the hero because he is banned. After all, the player usually attacks the prison to either use this hero in a chain of battles or to capture something instead of a fortress, and it would be unfair to force the player to dismiss the hero. Moreover, when a player is able to capture such a prison, they will already have a good army and skills, and the fact that a banned hero is in the prison will not give them much of an advantage, especially since they can only upgrade him by +1 level and then use him as a simple unit without participating in battles, which would be even worse than a regular hero of level 10 or 20. Regarding Cielke, Grindanu, and Luna (as for the hero specializing in Ice Bolt, there's nothing to say, he's a regular hero), I wouldn't ban them. Their magic is not as powerful as the 4th level combat magic, and they won't be able to defeat an opponent's army with just one or a few spells. Besides, mages should also have their own Greg Hacks and Tazars. Regarding various Dragons, Mutare, and other heroes from Warlords, I wouldn't even mention them in the rules, as Warlords is a different game, and no one plays it here, nor in TE. Separate rules are needed for Warlords and TE. Since we are writing rules for SoD, we should focus on the heroes that appear in SoD (these heroes will never appear randomly, they may appear in fixed maps, but we don't play on fixed maps). 2) Regarding upgrading vampires, if the issue is with the skeletal dragons, I can assure you that I will almost certainly use them in the early days of the second week. I won't buy the growth upgrade in the early days of the second week, as there's no need when I can upgrade the vampires in a couple of days and use them to defeat everything that moves and lives without any losses (in addition to the fact that another army of skeletons will be operating on the other flank...). However, I've said my opinion, and the decision is up to you. As for the rest, I agree with everything.

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