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Testers needed.

#147
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Rexsar
I didn't like the second mission in the second half; after defeating the elves, the map traversal began.
It's roughly the same. Landing/disembarking – a week passes, and nothing changes.

Stunning often works for Griffins. They just need +1 speed boots so they can kick someone on the first turn.
Green Griffins are quite acceptable when storming a castle. With "Death March," they can reach someone inside the castle behind the walls from the starting line. But this is a weak argument for them to be constantly in the army. I'm all for Royal Griffins – the "white" ones.

The AI doesn't really use Light magic... what's the point of having a duplicate? When playing against a player, yes. Against the AI, you're casting mass Light spells anyway (if you're playing Light; if you're playing Dark, it's a useless ability).
The AI casts "Light" quite often, in many cases with spellcasters like Druids and Archon Priests. There are also heroes like Helmar, who always play Light. The reflection of "Light" on Angels doesn't disappear. If the AI doesn't cast "Light," your own monks can immediately put two points into "regeneration."

Knights are weak; Zealots can handle them well.
Knights or Zealots – it depends on the situation. On this map, the opponent is an Elf with very powerful ranged units, so you often have to besiege him in his castle. The option of taking half damage from ranged attacks is preferable to the ability to deal double damage. Knights allow you to conserve troops. If the task is to win a single battle in the field (and the hero is Warrens), then Zealots are definitely the better choice.

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