Reduce the damage of archers and impact/resurrection magic to 80%, and adjust the rest based on the situation. Instead, Wingael's special ability can be significantly boosted in percentage terms, providing substantial early-game bonuses that his army can use for positioning on the battlefield, rather than just running and attacking. In this regard, there is more potential than with a purely rush-based strategy that relies on a favorable outcome on the skill scale. Specifically, regarding the numbers, I would try the following:
- start with 5% per level (an extreme option)
- then 3%, if the first option is too high
- then 2 or 4%, depending on the previous result (if it is not satisfactory)
How can this be changed? - I haven't reduced the specialization yet. I think 5 per level is too much - 3 or 4 is probably fine (2 is too little, especially since we are losing the rush-based combat option)
Resurrection and raising the dead:
I would remove the effect that reduces HP after their application
Tent:
Reducing speeds will clearly prolong the battle, so let the tent move 5 times, but reduce the effect to 70%
Impact magic and spells will be weakened by 70-80%, and the Lucky Charm ability for necromancers should be blocked; Arcane Waves will be sufficient
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...