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Heroes 5.5 WarGame Edition - Tactical Edition.

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Ment
They might deserve it... Perhaps. But then, along with auras and resistances, I think. There's not much difference, except that auras can affect many creatures at once.
In WGE, the 25%, 75%, and 50% fire resistances have been removed, leaving only 50% magic resistance. It is now a standard ability and is usually given to units that are very vulnerable to magic (due to low health/high physical defense), i.e., it is quite relevant. That's why it's called the "immunities" group.

As for auras, there are many important combat-related things: an aura of activity that gives +2 to initiative, an aura of protection from arrows, an aura that gives +5 to morale, an aura that gives -3 to morale, attack, and defense, etc.

Added 2 minutes later
Aks_kun
I'll set priorities for what I would pay attention to when examining a unit.

First, auras or area-of-effect auras,
then activated abilities,
then immunities,
then class/standard abilities,
and finally, static/effect/random abilities.

First, you can see where to place them,
then, what is used,
when casting, you can see which immunities there are,
class abilities are an additional hint when casting/attacking,
and then, the specific features of a particular unit.
So, you are suggesting priorities that can be applied to the method of division I proposed. Perhaps then we can move on to specifics, by color? Unfortunately, there is no technical way to change the order in which abilities are displayed.
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