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There are many questions about humans.

#7
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Fireball
Damage increases strictly proportionally to HP; therefore, Fury is reduced in the same way.
Please explain the mechanics. For example, I thought that if a Haven unit hits an Orc unit for 1,000 damage, and the Orc unit has 500 Fury points, then 500 Fury points will absorb 500 damage, and only 200 damage will be dealt (60% absorption), resulting in the Orc unit receiving the remaining 500 damage + 200 = 700 damage instead of 1,000 damage and losing all its Fury. Or will the Orc absorb all 1,000 damage and receive only 400 damage, losing all its Fury? Or is there another option?

Fireball
After the Orc and Demon, it is the least protected.
-Should Control be cast on Paladins, or should they be left under Antimagic, i.e., without blessings? + This also wastes the turn of the strongest stack.
-Have you tried removing hero spells with Incas in the late game? And how did it go?
I don't like playing as Axel, so I have few Paladins, and they mostly serve as support. Therefore, both the hero and the Paladin can remove spells from my strongest stack.
And doesn't the chance of removal depend on magic skill? I thought it only depended on the skill in the school of magic and the level difference. Inquisitors have a high skill in removing spells, so the chance of removal is 80% + (6 - 30 (for example, a level 30 hero) * 3 = a total of 8% chance (which is a bit low).
And if there are many Monks, is the chance of removal higher?
In your opinion, are Dungeon and Sylvans more protected from dark magic? I would rank them as follows: 1st place - Academy, 2nd place - Haven with Paladins and light magic. 3rd place - Sylvans with Unicorns or Dwarves. They can remove negative effects but not control. They rely on Dwarven Luck in the Luck skill tree (not all Dwarves take Luck or Light) + Berserkers and Dragons are protected from control.

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