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Elrat's Amulet, a lucky charm, first strike, immunity to darkness – there's no such thing, and it's not feasible. Immunity to darkness can be replaced with a series of immunities to several individual Dark spells (weakness, enthrall, berserk, blindness, slow), but that would again be several abilities, and there are already too many (it's unclear what the unit specializes in: buffs with such a mana reserve that any specialist mage would envy, multiple damaging attacks, or an aura (commander's presence), and why does it need rage and courage on top of that?).
In general, in my opinion, units should have 1-2 related key abilities (+ possible enhancements, for example, infinite retaliation and battle frenzy are essentially a single ability that plays on retaliation), not counting class abilities (large size, flight, ranged attack) and a couple of additions (like undead, rage, courage, immunities, etc.). When a unit tries to embody too many key abilities at once, or they are not related in any way (as in the example above, buffs and multiple damaging attacks), it becomes an overloaded unit.
Added 2 minutes later RedHeavenHero
There is already a creature with a similar name in NCF.
Yes, and in WGE too - Moon Templars, which replaced the Death Knights (based on which the author wanted to create his own Templars). Necropolis-style, like in the classic Disciples.
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат