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NHF – new heroes for Heroes V 3.1.

#391
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Having the "Arcane Insight" ability, a hero casts spells more powerfully than simply having a skill in a specific magic. Furthermore, it grants them spellcasting that affects the speed of the hero's turn. For example, the "Hypnotize" spell lasts for 5 turns, but with "Arcane Insight," it lasts for 8. Regarding the idea of removing super abilities from heroes, is it a good one??? Super abilities provide a very significant advantage! For example, no matter how much you increase luck, the Elves' true luck is still better, or, for instance, should Necromancers be deprived of the "Shriek of Horror" ability, which lowers the enemy's morale and luck by -6??? Or perhaps you can find something even more overpowered to replace the Inferno's ability, where summoned creatures appear immediately instead of after a turn!!! This also applies to Dwarves, Orcs, and so on. It's not worth giving initial skills that don't lead to super abilities. For example, I will either immediately remove the initial skills of the first mentor or choose a different hero. A hero with a super ability is significantly stronger than one without it!!! even if the army is one and a half times smaller and even if the level difference is significant. Of course, not 20 versus 40. Super abilities provide more opportunities; for example, Mages can learn additional attack and defense spells, whereas otherwise, they would have to learn all 4 magic types.