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Ideas for a Dark Elf hero:
- The hero learns all the dark spells possessed by the slain creatures of the enemy, provided they have the required level of Dark Magic skill. To activate this, at least 2 basic units of such creatures must be killed, and combined with creatures from NCF, it will be possible to learn even mass spells (I saw such creatures there) without having the necessary perks. Starts with Dark Magic and Education;
- Enemy heroes within a radius of 1 tile from this hero will be cursed on the next turn (minus attack or minus health in percentage). Starts with Dark Magic and Master of Curses;
- Before a battle, disables all perks of the enemy hero that were upgraded in magic schools. Starts with Dark Magic and Master of Minds;
- The hero leaves a cursing spell on a captured object; if the enemy captures it later, they will receive a penalty (e.g., to a certain characteristic) in the next battle. Starts with Dark Magic and Master of Curses.
Question: Are there slots for unit abilities in the game, so that, for example, we could copy "Killing Blow" and give it 4 damage/creature instead of 2 (this is just an example)? This would allow for more diverse creatures after merging with NCF.