[/U]And for the Necromancer:
If a Necromancer loses a battle against an enemy hero, he will be resurrected at his castle with part of his army. (I haven't figured out how to calculate this part yet).
И пусть Эльрат осветит твой путь
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[/U]And for the Necromancer:
If a Necromancer loses a battle against an enemy hero, he will be resurrected at his castle with part of his army. (I haven't figured out how to calculate this part yet).
for example, our Necromancer with level 20 lost to an enemy and was reborn at the same level 20. This way, he can continue to roam, lose again, and remain at the same level, and calmly level up to 40, even after being killed a hundred times.
How do you like the idea of a hero who, depending on his level, can reduce the effectiveness of enemy artifacts (all possible ones or just a specific parameter)?

Respawn – as is customary in Heroes 5 – is the tavern. If implemented, it would be simpler: when buying a hero from the tavern, return 30% of their army, if the purchase is made by the same player who previously used that hero. Otherwise, the more workarounds, the more absurd it all looks.
Respawning – which is now a familiar feature in Heroes 5 – takes place in the tavern. If implemented, it would be simpler to return 30% of the hero's army when they are bought back from the tavern, provided the same player who previously controlled the hero is the one who buys them back. Otherwise, the more workarounds you add, the more inconsistent everything becomes.
Automatic respawn without a tavern.
which does not depend on the army that the hero had before the defeat,
Spellpower * level / 10
At the same time, no more than a third of each unit can be resurrected
He will have eternal slavery and summoning.
In my opinion, there's no point in this. Clever players don't conduct battles like this with an army. No one will ever have more than 14 units, because wasting the entire army in any case is stupid (and a 30% return won't save the situation), and the average values between 14 units and a full army won't be that good in terms of the amount of damage inflicted on the enemy.
An automatic respawn without a tavern and with an initial non-zero army, which doesn't depend on the army the hero had before the defeat, seems more effective in this regard. Like Nicholas in the fifth campaign (but not with a thousand skeletons, hehe). But yes, this function probably needs to be disabled for neutrals, otherwise you can gather a large army out of nowhere, which would be an effective replacement for necromancy.
I see this as redundant, since there is a Tavern.
You can farm an army on enemy roaches like this.
This should be a large army
Maybe, let it be ghosts in a quantity equal to knowledge + spellpower * level.
Yes, but the respawn happens earlier, which gives it an advantage. The hero will be ready for battle before the next turn even begins, and this could be one of its unique features.
What is the best way to choose a location?
How can you create it on the map without duplication?
Also, a hero who wasn't very useful at the time appears. It's not a given that you'll lose, but if you do, you only get one free ransom.
It's much more effective to respawn specifically in the tavern, because then the hero can be used against neutral creatures, and he will be more useful throughout the game.
Generally, I don't like heroes who are only useful for the final stage, or heroes who don't receive certain combat bonuses.
How do you like the idea of a hero who, depending on their level, can reduce the effectiveness of enemy artifacts (all possible ones, or just a specific parameter)?