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I'll give it a try, thanks for the info.
By the way, the Dark Elf can also see all the traps perfectly. And I don't remember being bothered by lava-filled castles... I think there's a spell against that.
The first time I played, my team was Dark Elf (starting hero), two Liches, a Priest, and a Dragon. And the Dark Elf was the least useful in combat – his only use was Lloyd's Beacon + Grand Master of Commerce + Grand Master of Traps.
I played like this: the Priest casts light spells and heals as needed, the mages and dragon take out everyone with dragon breath, and the elf shoots. If the opponent is weak, I have everyone shoot with bows, and the dragon breathes fire. When the mages run out of mana (it takes some effort for the dragon to run out :D), the Dark Elf casts Beacon on the battlefield and opens a portal to the city with the Temple for a cheaper price.
I decided to try the three Necromancers option on a replay.
There are a lot of artifacts, which is cool! By the end of the game, I put a few extra artifacts on the tavern heroes. And Dark Magic rules!
Unlike the sixth game, for example, where dragon breath often didn't work =(( which was a problem in the arena – you hit a Golden Dragon, for example, and it doesn't care =(( In the air, it doesn't matter; the meteor shower and starfall performed by a couple of mages/archers and two or three dragons were as effective as ever, and you can fly up and down in battle without a scratch.
I'll say something separately about the Arcomage game. I played it a lot, almost obsessively, and when I saw it for the first time in the seventh game, I was hooked.
It's a great game!
By the way, I don't think anyone has mentioned this feature: on the level "Plan within a Plan," where the Destroyer's Castle is located, if you fly up to the cross of the vertically standing sword and touch it, you end up in the NWC office – it's full of pirates! :D :D :D