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"Necropolis" - changes to creatures of levels 6-7.

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#94
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RedHeavenHero
1) I already wrote about this in the thread regarding adjacency. If you give a creature, susceptible to mind control, the command to attack a unit with the ability "horrible adjacency," then with some probability, the creature will become frightened instead of attacking and will run around the arena.
It would be better to rename the ability to something else, for example, "Panic Terror," since it has nothing to do with adjacency. The chance of becoming frightened is 50%, and without any protection (like incorporeality), it can become frightened 10 times in a row. Additionally, a unit with this ability starts the battle half a turn earlier. That is, if normal creatures start from position 0-0.25, then these start from 0.5-0.75, which usually results in them going first, even with low initiative.
Heroist
Archfiend - Armageddon? I'm not against it; let everyone have their own level 7 spell. Just kidding. By the way, where did you all get the idea that (Unholy Curse) is a powerful spell? It can only be cast once per battle, and its damage is no higher than that of "Earth Shock" (remember: elves - 4x ballista, enchanted arrow -> Earth Shock = death to all living things), and it deals a single hit of 500 damage = 5 paladins, but it skips a turn and its enhanced abilities. It's not that great.
Several people have already told you that you need to remove the casting. How can you compare a spell that hits all enemies with "Earth Shock," which hits only one? In order for it to be balanced (for a unit that wasn't a ranged attacker before), it should be cast without any skill requirement, i.e., deal a ridiculously low amount of damage to each target. "Word" is much more suitable for liches, where it competes with other ranged spells and attacks. Understand that from a balance perspective, if you give a melee unit a casting ability (without any casting skills), then it either has to pay a high price for it (in combat stats), or the spell must be very weak. Compare it to skirmishers; they shoot with a 50% penalty, but the ability is by no means useless because it works at a distance. Do you want your melee caster to be a weak caster with half the damage of other spells? Or do you want it to be a full-fledged caster (like a lich), but weak in melee combat? In addition, casters are the biggest headache in balancing units, so your option will most likely either be overpowered or have spells that are too weak. It is also necessary to take into account that the game uses a stupid (non-linear) mechanism for increasing mana points for units, so if you balance the caster based on the time when there are 100-1000 creatures or "Word" kills "only" 5 paladins in each stack, and so on, then in the earlier stages, where many other players play (4-6 weeks), such units will be absolutely overpowered. If you want to make a unit special, you don't necessarily have to give it casting abilities; try at least making it focus on damage, for example, damage +50% compared to the standard, and HP -30%.
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