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Due to a bug found in the griffons' behavior, and simply because it was time, I updated the mod:
http://www.heroesleague.ru/show/2810/TE_2.3.zip
1) Returned the water creatures to the lairs.
2) "Protect us all" now requires "Resistance" (+2 defense) from the defense skill branch; "Readiness" requires "Endurance," "Evasion," and "Tactics."
3) Weakened the "Dominate" and "Blind" spells at the advanced level (so that the "Silence" spell works properly)!!! I didn't touch the expert-level "Darkness" and "Blind" spells.
4) Returned level 6 creatures to the lairs, removed level 3 creatures from there, and placed guards on them. (Guards are only generated on IRM maps).
All level 6 creatures are un-upgraded, except for the Orcish ones, which have "Power of the Orcs."
5) Returned the red griffons' behavior.
6) Returned the "Deadly Luck" spell (since it couldn't be properly implemented); it's now -1 again.
7) Returned the "Sanitary" spell (now it has "Arcane Wave" and "Chaos Wave").
8) Gave all creatures "Education."
9) Gave Elayne back "Leadership" with "Gathering."
10) "Storm Wind" is now -20% initiative and -2 speed, as in the standard game.
11) "Lord of Storms" now pushes back 40% of the distance traveled by the affected unit