Auto-translated
Yes, new heroes will be used.
Regarding campaigns - personally, I'm unlikely to deal with them, as the mod is for Multiplayer and there is a lot of work in other areas important for Multiplayer.
If you are interested in campaigns - it's easier to do it yourself in the future, but for now there is no base, as the balance for map play is still far from settled.
Added after 10 hours 34 minutes
ORCS (blood rage by default for all except wyverns)
1. GOBLINS (Cowardice)
Goblin Bandits = Cowardice + Double Strike (Betrayal)
Goblin Trappers = Cowardice + Agility (Traps)
Goblin Shamans = Cowardice + Resilience (Magic Corruption, Infection)
(Resilience = no step back, Infection = weakening strike)
2. FIGHTERS (Taste of Blood = battle fury)
Brutes = Taste of Blood + Rage
Marauders = Assault + Stun (Taste of Blood)
Provokers = Taste of Blood + Intercept (Heavy class)
(Intercept = taunt with 100% proc rate)
3. SHAMANESSES (Sacrifice)
Shamanesses = Cover + Sorcery (Sacrifice: Evasion => Area Exorcism / Teleport => Berserk)
Daughters of Heaven = Prayer + Sorcery (Sacrifice: Haste)
Daughters of Earth = Sorcerous Strike + Rapid Attack (Sorcery + Sacrifice: no mana => Slow)
(Cover = ally protection)
4. CENTAURS (melee defense)
Steppe Centaurs = Shooting + Taste of Blood (Retreat, Large size)
Nomadic Centaurs = Shooting + Bloodlust (Retreat, Large size)
War Centaurs = Shooting + Unanswered Attack (Strike without penalty, Large size)
(Taste of Blood = battle fury, Bloodlust = cleaver, Retreat = maneuver)
5. OGRES (goading/scaring and similar auras)
Shock Troopers = Bloodlust + Intimidation (Large size)
Executioners = Aura of Terror + Aura of Leadership (Large size)
Chiefs = Aura of Activity + Chief's Order (Large size)
(Bloodlust = cleaver, Intimidation = fear attack, Aura of Leadership = aura of bravery, Aura of Activity = commander presence)
6. WYVERNS (Regeneration)
Vultures = Regeneration + Corpse Devouring (Flight, Large size)
Wyverns = Regeneration + Toxin (Flight, Large size)
Paokai = Electric Attack + Endless Repulse (Regeneration, Flight, Large size)
(Toxin = animal venom, Electric Attack = electric breath)
7. CYCLOPES (double-edged area attacks and auras, paired debuffs and use of goblins)
Monstrous Cyclopes = Stun + Aura of Suppression (Large size, Heavy class)
Siege Cyclopes = Goblin Throwing + Heavy class (Half-power shooting, Crush, Large size)
Tropical Cyclopes = Goblin Devouring + Evil Eye (Large size, Heavy class)
(Aura of Suppression = poisoning aura)
SHADOWS
1. SCOUTS (paired: Shooting, Poisoning, Agility)
Scouts = Shooting + Stun (Agility, Strike without penalty)
Assassins = Shooting + Poisoning (Half-power shooting, Strike without penalty)
Hunters = Stealth + Agility (Poisoning)
2. BEASTS (Unanswered Attack, Return = strike and return)
Beasts = Return + Wounding (Unanswered Attack)
Furies = Return + Agility (Unanswered Attack)
Megeras = Strike of Darkness + Assault (Return + Unanswered Attack)
(Wounding = crippling wound with 100% proc rate penalizing only speed, Strike of Darkness = whip strike)
3. MINOTAURS (paired: repulse, multi-strike, auras; bravery)
Punishers = Retribution + Intercept (Heavy class, Bravery)
Gladiators = Double Strike + Endless Repulse (Heavy class, Bravery)
Goliaths = Assault + Aura of Leadership (Heavy class)
(Intercept = taunt with 100% proc rate, Aura of Leadership = aura of bravery)
4. LIZARDS (Beast Attack = lizard bite)
Predators = Defense Bypass + Unanswered Attack (Beast Attack, Large size)
Raiders = Defense Bypass + Return (Heavy class, Beast Attack, Large size)
Devastators = Opportunity Attack + Agility (Beast Attack, Large size)
(Defense Bypass = charging strike, Return = strike and return)
5. WITCHES (unique ranged flight)
Twilight Witches = Shooting + Electric Attack (Defense Penetration, Flight, Sorcery)
Elemental Witches = Shooting + Chain Attack (Flight, Sorcery)
Shadow Witches = Stealth + Defense Penetration (Flight, Sorcery)
(Electric Attack = electric breath, Chain Attack = storm strike, Defense Penetration = enhanced attack)
6. HYDRAS (circular attacks)
Swamp Hydras = Semi-circle Attack + Endless Repulse (Unanswered Attack, Large size)
Cave Hydras = Circular Attack + Regeneration (Unanswered Attack, Large size)
Acid Hydras = Circular Attack + Acid Blood (Large size)
7. DARK DRAGONS (Fire Breath, magic protection)
Grey Dragons = Fire Breath + Rage (Large size, Flight, Heavy class, Magic Protection)
Black Dragons = Magic Immunity (Fire Breath, Large size, Flight, Heavy class)
Red Dragons = Fire Breath + Burning (Large size, Flight, Heavy class, Magic Protection)
(Fire Breath = dragon breath with 200% secondary damage, Magic Protection = 50% magic penetration resistance)
DWARVES
1. GUARDS (Retribution, Resilience = no step back)
Shieldbearers = Retribution + Arrow Protection (Heavy class, Resilience)
Rockbreakers = Retribution + Rage (Heavy class, Resilience)
Guards = Retribution + Endless Repulse (Fortified Position, Heavy class, Resilience)
2. SPEARMEN (abilities affecting mobility)
Spearmen = Retribution + Unanswered Attack (Wounding)
Spear Throwers = Shooting + Wounding (Strike without penalty)
Harpooners = Pulling (Shooting)
(Wounding = crippling wound with 100% proc rate penalizing only speed, Pulling = harpoon strike)
3. BONEBREAKERS (Giant Slayer)
Bonebreakers = Giant Slayer + Stun (Heavy class)
Berserkers = Giant Slayer + Frenzy (Heavy class)
Vikings = Giant Slayer + Taste of Blood (Heavy class)
(Frenzy = berserker rage, Taste of Blood = battle fury)
4. BEARS (scaring abilities, Heavy Armor)
Bear Riders = Intimidation + Beast Attack (Heavy class, Large size, Heavy Armor)
Armored Bears = Paw Strike (Heavy class, Large size, Heavy Armor)
Northern Riders = Bear Roar (Heavy class, Large size, Heavy Armor)
(Intimidation = fear attack, Beast Attack = lizard bite)
5. PRIESTS (Fortified Position)
Rune Priests = Crossfire (Shooting, Sorcery, Large size, Fortified Position)
Flame Priests = Incendiary Projectiles (Shooting, Sorcery, Large size, Fortified Position)
Frost Priests = Shooting + Torpor (Sorcery, Large size, Fortified Position)
(Incendiary Projectiles = fire sign)
6. THANES (area attacks)
Thanes = Chain Attack + Electric Attack (Large size, Flight, Heavy class)
Jarls = Fire Wave + Flame Strike (Defense Penetration, Large size, Flight)
Tors = Chain Attack + Storm Strike (Large size, Flight)
(Chain Attack = storm strike, Electric Attack = electric breath, Storm Strike = unexpected storm, Defense Penetration = enhanced attack)
7. NORTHERN DRAGONS (Northern Breath, elemental immunities)
Fire Dragons = Northern Breath + Fire Skin (Large size, Heavy class, Elementals, Fire Immunity)
Lava Dragons = Northern Breath + Liquid Flame (Large size, Heavy class, Elementals, Fire Immunity)
Ice Dragons = Northern Breath + Ice Aura (Large size, Heavy class, Elementals, Ice Immunity)
(Fire Skin = 30% fire shield, Northern Breath = safe 2x2 breath with 50% secondary damage)
HUMANS
1. MILITIA (Reserve = howl)
Militia = Reserve + Joint Attack
Recruits = Reserve + Heavy class (Stun)
Fanatics = Reserve + Rage (Assault)
(Joint Attack = pack attack)
2. ARCHERS (abilities enhancing ranged damage)
Archers = Shooting + Assault (Lofted shooting)
Crossbowmen = Defense Burn + Armor-piercing Shot (Shooting)
Sharpshooters = Shooting without penalty + Armor-piercing Shot (Shooting)
(Defense Burn = enhanced attack, Armor-piercing Shot = precise shot)
3. SWORDSMEN (Arrow Protection, Cover = ally protection)
Swordsmen = Unanswered Attack + Arrow Protection (Heavy class, Cover)
Men-at-Arms = Endless Repulse + Intercept (Heavy class, Cover, Arrow Protection)
Crusaders = Bloodlust + Taste of Blood (Heavy class, Cover)
(Intercept = taunt with 100% proc rate, Bloodlust = cleaver, Taste of Blood = battle fury)
4. MONKS (Strike without penalty)
Monks = Strike without penalty + Half-power shooting (Shooting, Sorcery)
Clerics = Shooting + Purification (Strike without penalty, Sorcery)
Adepts = Half-power shooting + Shooting without penalty (Shooting, Strike without penalty, Sorcery)
5. KNIGHTS (Cavalry bonus, Berserk Immunity)
Knights = Cavalry bonus + Assault (Large size, Heavy class, Berserk Immunity)
Paladins = Cavalry bonus + Healing (Large size, Heavy class, Berserk Immunity)
Champions = Cavalry bonus + Tournament Strike (Large size, Heavy class, Berserk Immunity)
(Healing = laying on of hands)
6. GRIFFINS (Endless Repulse, Blindness Immunity)
Royal Griffins = Dive Strike + Endless Repulse (Large size, Flight, Blindness Immunity)
White Griffins = Endless Repulse + Frenzied Repulse (Large size, Flight, Blindness Immunity, Heavy class)
Blood Griffins = Endless Repulse + Taste of Blood (Large size, Flight, Blindness Immunity, Dive)
(Frenzied Repulse = battle madness, Taste of Blood = battle fury)
7. ANGELS (Curse Immunity, Defense Burn = enhanced attack)
Angels = Rebirth (Flight, Large size, Defense Penetration, Curse Immunity)
Cherubs = Power of Light + Sorcery: Resurrection (Flight, Large size, Defense Penetration, Curse Immunity)
Seraphs = Defense Penetration + Vampirism (Flight, Large size, Sorcery, Curse Immunity)
(Power of Light = child of Light, Defense Penetration = enhanced attack)
UNDEAD (all creatures have the Undead ability by default)
1. SKELETONS (Arrow Protection)
Skeleton Servants = Intercept + Wounding (Arrow Protection, Heavy class)
Skeleton Archers = Arrow Protection + Shooting
Skeleton Warriors = Cover + Stun (Arrow Protection, Heavy class)
(Intercept = taunt with 100% proc rate, Wounding = crippling wound with 100% proc rate penalizing only speed, Cover = ally protection)
2. ZOMBIES (Infection = weakening strike)
Infectious Zombies = Infection + Endless Repulse
Plague Zombies = Infection + Poisoning
Cursed Zombies = Infection + Aura of Suppression
(Aura of Suppression = poisoning aura)
3. PHANTOMS (Incorporeality)
Phantoms = Incorporeality + Joint Attack (Flight, Torpor)
Shadows = Incorporeality + Unanswered Attack (Flight)
Spirits = Regeneration + Magic Vampirism (Incorporeality, Flight)
(Joint Attack = pack attack, Magic Vampirism = magic drain)
4. VAMPIRES (Vampirism)
Combat Vampires = Vampirism + Bloodlust (Heavy class)
Higher Vampires = Vampirism + Unanswered Attack (Heavy class, Flight)
Ancient Vampires = Vampirism + Endless Repulse (Heavy class, Flight)
(Bloodlust = cleaver)
5. LICHS (Aura of Suppression = poisoning aura)
Unholy Liches = Shooting + Cursed Attack (Cloud of Death, Large size, Aura of Suppression)
Plague Liches = Shooting + Cloud of Death (Large size, Sorcery, Aura of Suppression)
Higher Liches = Shooting + Rage (Large size, Sorcery, Aura of Suppression)
(Aura of Suppression = poisoning aura, Cursed Attack = casting a curse)
6. REAPERS (negative activatable abilities)
Reapers = Call of Death (Large size, Heavy class)
Heralds of Death = Touch of Death (Large size, Heavy class)
Banshees = Banshee Scream (Large size)
(Call of Death = creature banshee scream, Banshee Scream = hero banshee scream, Touch of Death = deadly grip)
7. DEATH DRAGONS (50% damage protection)
Bone Dragons = Spirit of Despair + Intimidation (Arrow Protection, Large size, Flight)
Dragons of Terror = Aspect of Terror + Cursed Attack (Large size, Flight)
Dragons of Doom = Incorporeality + Strike of Sorrow (Large size, Flight)
(Spirit of Despair = deadly gaze, Intimidation = fear attack, Aspect of Terror = 50% chance to scare an enemy attempting to attack this creature + creatures start combat 50% earlier, Cursed Attack = casting a curse)
Added after 40 minutes
DEMONS (all creatures have the Demons ability by default)
1. IMPS (Retreat = maneuver, stealing mana from enemy hero)
Imps = Retreat + Taste of Blood (Mana Absorption)
Parasites = Mana Drain + Rage (Retreat)
Devils = Retreat + Unanswered Attack (Mana Theft)
(Taste of Blood = battle fury)
2. DEMONS (explosions)
Sulphur Demons = Explosion (Heavy class)
Fire-skin Demons = Bomb + Fire Skin (Heavy class)
Nimble Demons = Bomb + Jump (Heavy class)
(Fire Skin = 30% fire shield, Bomb = death explosion)
3. SUCCUBI (Return Shot, Subjugation Immunity)
Succubi = Shooting + Intimidation (Return Shot, Subjugation Immunity)
Demonesses = Chain Fire + Return Shot (Shooting, Subjugation Immunity)
Lilim = Return Shot + Retribution (Shooting, Subjugation Immunity, Sorcery: Subjugation)
(Intimidation = fear attack)
4. CERBERI (Frenzy = berserker rage)
Hellhounds = Frenzy + Beast Attack (Large size)
Cerberi = Frenzy + Wide Attack (Large size)
Fire Dogs = Frenzy + Hell Breath (Large size)
(Beast Attack = lizard bite, Wide Attack = 3-head attack, Hell Breath = 3-head attack + dragon breath)
5. NIGHTMARES (Intimidation = fear attack)
Crimson Nightmares = Intimidation + Aura of Terror (Large size, Heavy class)
Blazing Nightmares = Fire Skin + Withering Aura (Intimidation, Large size, Heavy class)
Ashen Nightmares = Intimidation + Assault (Large size, Heavy class)
(Fire Skin = 30% fire shield)
6. BALROGS (lethality)
Hellspawns = Deadly Strike (Large size, Sorcery)
Balrogs = Shearing Sword (Large size, Sorcery)
Fiends = Killing Blade (Large size, Heavy class)
7. DEVILS (Unanswered Attack)
Devils = Inspiration (Large size, Flight, Unanswered Attack)
Lords = Summon Balrogs (Large size, Flight, Unanswered Attack)
Shaitans = Attraction (Large size, Flight, Unanswered Attack)
Added after 2 hours 52 minutes
MAGES
1. GREMLINS (Burst Projectiles = diagonal cross shooting, can hit allies and detonate crystals)
Pest Gremlins = Supply Theft (Shooting, Burst Projectiles)
Mechanic Gremlins = Repair (Shooting, Burst Projectiles)
Pyrotechnic Gremlins = Shooting + Blindness (Burst Projectiles, Sabotage)
(Sabotage = mischief)
2. GARGOYLES (Stun, Elementals, elemental immunities and vulnerabilities)
Marble Gargoyles = Stun + Stone Aura (Flight, Heavy class, Elementals, Earth Immunity)
Obsidian Gargoyles = Stun + Electric Aura (Flight, Heavy class, Elementals, Lightning Immunity)
Onyx Gargoyles = Stun + Fire Aura (Flight, Heavy class, Elementals, Fire Immunity)
3. GOLEMS (Enchanted Armor, Mechanisms)
Granite Golems = Enchanted Armor + Assault (Heavy class, Mechanisms)
Steel Golems = Enchanted Armor + Endless Repulse (Heavy class, Mechanisms)
Magnetic Golems = Enchanted Armor + Magnetism (Heavy class, Mechanisms)
4. MAGES (Piercing Shooting = magic attack)
Mages = Piercing Shooting + Aura of Impermeability (Shooting, Sorcery)
Wizards = Piercing Shooting + Shooting without penalty (Shooting, Sorcery)
Sorcerers = Piercing Shooting + Defense Penetration (Shooting, Sorcery)
(Aura of Impermeability = magic dampening, Defense Penetration = enhanced attack)
5. DJINNS (Elementals, elemental immunities)
Marids = Joint Attack + Sorcery: Phantom (Large size, Flight, Ice Immunity, Elementals)
Djinns = Random Charms (Large size, Flight, Lightning Immunity, Elementals)
Ifrits = Fire Shield + Rage (Large size, Flight, Fire Immunity, Elementals)
(Joint Attack = pack attack, Fire Shield = 50% lava shield)
6. RAKSHASAS (Onslaught, Slow Immunity)
Rakshasa Princesses = Onslaught + Agility (Large size, Slow Immunity)
Rakshasa Rajas = Onslaught + Unanswered Attack (Large size, Slow Immunity)
Rakshasa Kshatriyas = Onslaught + Semi-circle Attack (Large size, Slow Immunity)
7. TITANS (Mental Immunity = mind control immunity)
Colossi = Giant Slayer + Intercept (Large size, Heavy class, Mental Immunity)
Thunderers = Lightning Throwing (Large size, Mental Immunity)
Titans = Storm + Shooting (Large size, Mental Immunity, Strike without penalty)
(Intercept = taunt with 100% proc rate)
Added after 1 hour 35 minutes
ELVES
1. FAIRIES (Unanswered Attack, Wide Attack = lethal splashes)
Fairies = Stealth + Wide Attack (Unanswered Attack, Flight)
Nymphs = Symbiosis (Wide Attack, Unanswered Attack, Flight)
Dryads = Wheel of Fortune (Wide Attack, Unanswered Attack, Flight)
2. DANCERS (Agility)
Blade Dancers = Double Strike + Unanswered Attack (Agility)
Death Dancers = Agility + Circular Attack
Wind Dancers = Agility + Defense Bypass
(Defense Bypass = charging strike)
3. HUNTERS (long-range shooting abilities)
Hunters = Double Shot + Giant Slayer (Shooting)
Rangers = Double Shot + Shock Arrows (Shooting)
Snipers = Shooting without penalty + Defense Penetration (Shooting)
(Shock Arrows = stopping arrows, Defense Penetration = enhanced attack)
4. DRUIDS (hero-enhancing abilities)
Druids = Energy Channel (Shooting, Sorcery, Large size)
Keepers = Mana Transfer (Shooting, Sorcery, Large size)
Archons = Power Channel (Shooting, Sorcery, Large size)
5. UNICORNS (Blindness)
Silver Unicorns = Resistance Aura (Large size, Blindness)
Forest Unicorns = Endless Repulse + Blindness (Large size)
Light Unicorns = Power of Light + Purification (Large size, Blindness)
(Power of Light = child of Light)
6. ENTS (Entwining = entwining roots)
Dendroids = Entwining + Intercept (Large size, Heavy class)
Ents = Rooting + Rage (Entwining, Large size, Heavy class)
Huorns = Forest Wrath (Entwining, Large size, Heavy class)
(Intercept = taunt with 100% proc rate, Forest Wrath = forest rage)
7. FOREST DRAGONS (Flawless Scales, breath attack)
Emerald Dragons = Acid Breath + Acid Blood (Flight, Large size, Flawless Scales)
Golden Dragons = Retribution + Flight (Acid Breath, Large size, Flawless Scales)
Azure Dragons = Prismatic Breath + Assault (Flight, Large size, Flawless Scales)
(Flawless Scales = immunity to effects that kill 1 creature, Acid Breath = dragon breath, safe for allies)
Added after 27 minutes
That's all! Finally, the ability design is finished. I am very pleased with the result; this is a step up to a new level of quality—literally every unit received interesting and unique combinations. Now it remains to deal with creature stats, that is, the quantitative side of the matter.