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#176
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Necropolis:

Charon - at the beginning, he's normal, but starting with the Orcish hero with Chaos suppression, difficulties will begin, just as with large stacks of water elementals. He needs to be strengthened for a balanced game. Suggestion: we replace the useless Chaos secrets with mana burst + give the hero at the start what is needed to get a large number of ranged units as a reward in the nearby dwellings (as a result, we have a decent army, it's a pity that it probably won't be possible to increase the "hide" turn length of the ranged units, but it would be great) + we add to the Mystic's special ability the growth of the hero's initiative along with his level (+0.05, it seems, starting from the first, so that he has time to cast enough spells before the ranged units appear) + and somewhere else (instead of magic depletion, for example) we add grave chill (it will be a nice touch to the cold theme) + in attack, we change the tactics (why is it needed if we are a Chaos power unit + we play hide-and-seek, the enemies come to us) and magic speed to battle frenzy and fire arrows + vampirism + in the spellbook, we add a special ability of mages (I don't remember what it's called, but it duplicates a spell). As a result, we get a fast cold spellcaster with an endless mana pool and a decent stack of ranged units (taking into account the dwelling) who, in turn, can finish off if the spellcaster doesn't manage to do it in 3 turns. Chaos suppression will spoil the fun, and it will be difficult with water elementals, but it will no longer be so weak and will be able to complete the map with dignity.

Zoltan - he looks formidable, but he will be very weak, because spellcasting will not grow much, mainly knowledge, there are no normal Chaos spells, there is nothing to revive liches with, there is no simple undead resurrection, the artifacts at the start... I won't say anything:) in general, in practice, it's terrible, in my opinion, how ineffective he turns out. It makes sense to combine the special abilities of a mage and a dark elf, for example, a real berserker will turn out. But what to do with Zoltan, I don't know, you can conduct a poll in the header, "who played the game as Zoltan? and is anyone going to?" the result will definitely not be in his favor. In general, I suggest a global review and re-creation of the original hero instead of Zoltan.

Constantine - the perfect necromancer.

Caspar - one thing can be said for sure, Andragor or whatever his name is will have his fun with Caspar with all possible perversions that his imagination can come up with, as will any enemy necromantic large stack at the beginning. It is not very clear what the hero himself will do while his tent is "embalming". Maximizing the ballista + increasing the initiative of combat machines will help to improve the situation, and artifacts. Although the last super-necromancer will still rape him. Suggestion: add to the hero's existing special ability (gnomish) rune machines, increase the protection/attack of ballistas by +1 for each level starting from the first, a rapid-fire ballista, and fire arrows. If everything cannot be put on one special ability, then put it somewhere else, but only in this way, the technical hero will have a chance to look more or less decent at the end of the map in front of a real evil necromancer + dragon crown + berserk spell + ring of broken spirit instead of the ring of life.

Ornella - perfectly balanced.

Orson - the same as Zoltan, there is no effective tactic for him, his centaurs will start, and the 2nd-3rd Orcish hero, who returned with reinforcements, will finish him off, for spare parts and reassembly.

Vlad - weak with a useless special ability. When something increases by +1 for 5 levels of the hero, even on such a large map, it's just nothing, in the starting zone it's only +2 +3, and then you won't even notice it. Well, even if his ridiculous army is replaced with death knights and mummies, there will be a lack of initiative and mana. Suggestion: in the special ability, we reduce the interval to +1 for each level of the hero or every other level, no more, and somehow, when using the resurrection spell, we further reduce the time of the hero's turn and reduce the cost of this spell. + we raise necromancy to perfection and put it in the spellbook "magic sign" (from mages) + we replace skeletons with 2 death knights, 2 mummies + an artifact of +1 speed on the feet. + we change the abilities in the lower window to soldier's luck, grave chill, cold steel, leaving only lord of life. As a result, we get a really powerful ressurrector with a fast "cavalry" capable of destroying half of the enemy stack, neutralizing archers, and quickly recovering.

Gotti - a great idea, perhaps only the rings of kinship with machines are missing at the beginning